L L4D2node

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 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)