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 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.