L L4D2node

CBaseAnimating::CanBecomeRagdoll

0x005ddfc0 · 87 bytes · __thiscall

_ZN14CBaseAnimating16CanBecomeRagdollEv

Decompiled

undefined (1 param)

/* CBaseAnimating::CanBecomeRagdoll() */

uint __thiscall CBaseAnimating::CanBecomeRagdoll(CBaseAnimating *this)

{
  int *piVar1;
  int iVar2;
  uint uVar3;
  
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 005ddfe6 to 005ddfeb has its CatchHandler @ 005de01c */
  iVar2 = (**(code **)(*(int *)this + 0x340))(this,0x18);
  if (iVar2 == -1) {
    uVar3 = 0;
  }
  else {
    uVar3 = (*(uint *)(this + 0x150) >> 0x1d ^ 1) & 1;
  }
  (**(code **)(*piVar1 + 0x6c))(piVar1);
  return uVar3;
}

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)