L L4D2node

CRagdollLRURetirement::MoveToTopOfLRU

0x0051e5c0 · 260 bytes · __thiscall

_ZN21CRagdollLRURetirement14MoveToTopOfLRUEP14CBaseAnimating11RagdollType

Decompiled

undefined (3 params)

/* CRagdollLRURetirement::MoveToTopOfLRU(CBaseAnimating*, RagdollType) */

void __thiscall
CRagdollLRURetirement::MoveToTopOfLRU(CRagdollLRURetirement *this,int *param_1,int param_3)

{
  uint *puVar1;
  uint uVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  uint uVar5;
  undefined4 local_20 [4];
  
  uVar5 = (uint)*(ushort *)(this + param_3 * 0x1c + 0x18);
  if (uVar5 != 0xffff) {
    do {
      puVar1 = (uint *)(*(int *)(this + param_3 * 0x1c + 0xc) + uVar5 * 8);
      uVar2 = *puVar1;
      if (((uVar2 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) {
        if (param_1 != (int *)0x0) goto LAB_0051e605;
LAB_0051e650:
        CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
        ::Unlink((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
                  *)(this + param_3 * 0x1c + 0xc),(ushort)uVar5);
        *(undefined2 *)(*(int *)(this + param_3 * 0x1c + 0xc) + 6 + uVar5 * 8) =
             *(undefined2 *)(this + param_3 * 0x1c + 0x1c);
        *(ushort *)(this + param_3 * 0x1c + 0x1c) = (ushort)uVar5;
        goto LAB_0051e68a;
      }
      if (param_1 == *(int **)(puVar4 + 4)) goto LAB_0051e650;
LAB_0051e605:
      uVar5 = (uint)*(ushort *)((int)puVar1 + 6);
    } while (uVar5 != 0xffff);
  }
  *(int *)(this + 0xb4) = *(int *)(this + 0xb4) + 1;
LAB_0051e68a:
  local_20[0] = 0xffffffff;
  if (param_1 != (int *)0x0) {
    puVar3 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
    local_20[0] = *puVar3;
  }
  CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
  ::InsertBefore((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
                  *)(this + param_3 * 0x1c + 0xc),0xffff,(CHandle *)local_20);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)