L L4D2node

CCSRagdoll::PruneThink

0x00660ff0 · 122 bytes · __thiscall

_ZN10CCSRagdoll10PruneThinkEv

Decompiled

undefined (1 param)

/* CCSRagdoll::PruneThink() */

void __thiscall CCSRagdoll::PruneThink(CCSRagdoll *this)

{
  int iVar1;
  float local_10 [2];
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  iVar1 = UTIL_GetClosestPlayer((Vector *)(this + 0x2e0),2,local_10);
  if ((iVar1 != 0) &&
     (*(float *)(ZombieRagdollDiscardRange._28_4_ + 0x2c) <= local_10[0] &&
      local_10[0] != *(float *)(ZombieRagdollDiscardRange._28_4_ + 0x2c))) {
    UTIL_Remove((CBaseEntity *)this);
    return;
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,10.0,(char *)0x0);
  return;
}

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)