CBaseCombatCharacter::BecomeRagdollBoogie
0x005eff50 · 406 bytes · __thiscall
_ZN20CBaseCombatCharacter19BecomeRagdollBoogieEP11CBaseEntityRK6Vectorfi
Decompiled
undefined (5 params)
/* CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) */
undefined4 __thiscall
CBaseCombatCharacter::BecomeRagdollBoogie
(CBaseCombatCharacter *this,CBaseEntity *param_1,Vector *param_2,float param_3,int param_4
)
{
CBaseEntity *this_00;
Vector *pVVar1;
Vector *pVVar2;
undefined4 *puVar3;
undefined4 local_dc;
undefined4 local_d8;
undefined4 local_d4;
undefined4 local_7c;
undefined4 local_78;
undefined4 local_74;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
CTakeDamageInfo::CTakeDamageInfo((CTakeDamageInfo *)&local_dc,param_1,param_1,1.0,0,0);
local_dc = *(undefined4 *)param_2;
local_d8 = *(undefined4 *)(param_2 + 4);
local_d4 = *(undefined4 *)(param_2 + 8);
this_00 = (CBaseEntity *)
CreateServerRagdoll((CBaseAnimating *)this,0,(CTakeDamageInfo *)&local_dc,3,true);
pVVar1 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 8))(this + 0x194);
pVVar2 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 4))(this + 0x194);
CBaseEntity::SetCollisionBounds(this_00,pVVar2,pVVar1);
CRagdollBoogie::Create(this_00,200.0,*(float *)(gpGlobals + 0xc),param_3,param_4);
CTakeDamageInfo::CTakeDamageInfo((CTakeDamageInfo *)&local_7c,param_1,param_1,10000.0,0x400000,0);
puVar3 = (undefined4 *)(**(code **)(*(int *)this + 0x288))(this);
local_70 = *puVar3;
local_6c = puVar3[1];
local_68 = puVar3[2];
local_74 = 0x3f800000;
local_7c = 0;
local_78 = 0;
CBaseEntity::TakeDamage((CBaseEntity *)this,(CTakeDamageInfo *)&local_7c);
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.