L L4D2node

CBaseAnimating::BecomeRagdollOnClient

0x005df2d0 · 691 bytes · __thiscall

_ZN14CBaseAnimating21BecomeRagdollOnClientERK6Vector

Decompiled

undefined (2 params)

/* CBaseAnimating::BecomeRagdollOnClient(Vector const&) */

undefined4 __thiscall CBaseAnimating::BecomeRagdollOnClient(CBaseAnimating *this,Vector *param_1)

{
  uint uVar1;
  CBaseEdict *this_00;
  undefined4 uVar2;
  CBaseEntity *this_01;
  int iVar3;
  undefined *puVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined1 local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  uVar2 = (**(code **)(*(int *)this + 0x350))(this);
  if ((char)uVar2 != '\0') {
    (**(code **)(*(int *)this + 0x298))(this);
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
    if (this[0x300] != (CBaseAnimating)0x1) {
      (**(code **)(*(int *)this + 0x314))(this,this + 0x300);
      this[0x300] = (CBaseAnimating)0x1;
    }
    (**(code **)(*(int *)this + 0x344))(this,param_1,&local_28);
    if (((local_28 != *(float *)(this + 0x44c)) || (local_24 != *(float *)(this + 0x450))) ||
       (local_20 != *(float *)(this + 0x454))) {
      if (this[0x6c] == (CBaseAnimating)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x44c) = local_28;
      *(float *)(this + 0x450) = local_24;
      *(float *)(this + 0x454) = local_20;
    }
    (**(code **)(*(int *)this + 0x98))(this,0,0xffffffff);
    CBaseEntity::AddFlag((CBaseEntity *)this,0x20000000);
    CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
    CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x0);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 2.0,(char *)0x0);
    uVar6 = 0;
    uVar5 = 0;
    CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)CBaseEntity::SUB_Remove);
    uVar1 = *(uint *)(this + 0x224);
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0)))) {
      this_01 = (CBaseEntity *)
                __dynamic_cast(*(int *)(puVar4 + 4),&CBaseEntity::typeinfo,&CEntityFlame::typeinfo,0
                               ,uVar5,uVar6);
      if (this_01 != (CBaseEntity *)0x0) {
        CBaseEntity::ThinkSet((_func_void *)local_34,(float)this_01,(char *)CBaseEntity::SUB_Remove)
        ;
        CBaseEntity::SetNextThink(this_01,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
        return uVar2;
      }
    }
  }
  return uVar2;
}

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)