CBaseCombatCharacter::BecomeRagdoll
0x005f11f0 · 453 bytes · __thiscall
_ZN20CBaseCombatCharacter13BecomeRagdollERK15CTakeDamageInfoRK6Vector
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) */
undefined4 __thiscall
CBaseCombatCharacter::BecomeRagdoll
(CBaseCombatCharacter *this,CTakeDamageInfo *param_1,Vector *param_2)
{
undefined4 uVar1;
float fVar2;
char cVar3;
undefined4 uVar4;
int iVar5;
float fVar6;
undefined4 local_7c;
undefined4 local_78;
undefined4 local_74;
undefined4 local_70;
undefined4 local_6c;
float local_68;
undefined4 local_64;
undefined4 local_60;
undefined4 local_5c;
undefined4 local_58;
undefined4 local_54;
undefined4 local_50;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
if (((byte)param_1[0x48] & 0x10) != 0) {
cVar3 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
if (cVar3 == '\0') {
uVar4 = *(undefined4 *)(param_1 + 0xc);
local_40 = *(undefined4 *)(param_1 + 0x3c);
local_3c = *(undefined4 *)(param_1 + 0x40);
uVar1 = *(undefined4 *)(param_1 + 0x10);
local_38 = *(undefined4 *)(param_1 + 0x44);
fVar2 = *(float *)(param_1 + 0x14);
local_64 = *(undefined4 *)(param_1 + 0x18);
local_60 = *(undefined4 *)(param_1 + 0x1c);
local_5c = *(undefined4 *)(param_1 + 0x20);
local_58 = *(undefined4 *)(param_1 + 0x24);
local_54 = *(undefined4 *)(param_1 + 0x28);
local_50 = *(undefined4 *)(param_1 + 0x2c);
local_4c = *(undefined4 *)(param_1 + 0x30);
local_48 = *(undefined4 *)(param_1 + 0x34);
local_44 = *(undefined4 *)(param_1 + 0x38);
local_34 = *(undefined4 *)(param_1 + 0x48);
local_30 = *(undefined4 *)(param_1 + 0x4c);
local_2c = *(undefined4 *)(param_1 + 0x50);
local_24 = *(undefined4 *)(param_1 + 0x58);
local_7c = *(undefined4 *)param_2;
local_28 = *(undefined4 *)(param_1 + 0x54);
local_78 = *(undefined4 *)(param_2 + 4);
local_20 = *(undefined4 *)(param_1 + 0x5c);
local_74 = *(undefined4 *)(param_2 + 8);
local_70 = uVar4;
local_6c = uVar1;
local_68 = fVar2;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
fVar6 = *(float *)(this + 0x2e8);
iVar5 = (**(code **)(*(int *)(this + 0x194) + 4))(this + 0x194);
fVar6 = fVar6 + *(float *)(iVar5 + 8);
if (fVar2 - fVar6 < 24.0) {
local_68 = fVar6 + 24.0;
local_70 = uVar4;
local_6c = uVar1;
}
uVar4 = CreateServerRagdoll((CBaseAnimating *)this,*(int *)(this + 0x448),
(CTakeDamageInfo *)&local_7c,3,true);
(**(code **)(*(int *)this + 0x4e0))(this,uVar4);
CBaseEntity::RemoveDeferred((CBaseEntity *)this);
return 1;
}
}
uVar4 = (**(code **)(*(int *)this + 0x348))(this,param_2);
return uVar4;
}
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.