L L4D2node

CreateRagGib

0x006d64c0 · 242 bytes · __cdecl

_Z12CreateRagGibPKcRK6VectorRK6QAngleS3_fb

Decompiled

undefined (6 params)

/* CreateRagGib(char const*, Vector const&, QAngle const&, Vector const&, float, bool) */

CBaseEntity *
CreateRagGib(char *param_1,Vector *param_2,QAngle *param_3,Vector *param_4,float param_5,
            bool param_6)

{
  code *pcVar1;
  CBaseEntity *this;
  int *piVar2;
  longdouble lVar3;
  
  this = (CBaseEntity *)CreateEntityByName("raggib",-1,true);
  CBaseEntity::SetLocalAngles(this,param_3);
  if (this == (CBaseEntity *)0x0) {
    Msg("**Can\'t create ragdoll gib!\n");
    this = (CBaseEntity *)0x0;
  }
  else {
    if (param_6) {
      piVar2 = (int *)(**(code **)(*(int *)this + 0xf0))(this);
      if (piVar2 != (int *)0x0) {
        pcVar1 = *(code **)(*piVar2 + 0x380);
        lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x41000000,0x41400000);
        (*pcVar1)(piVar2,(float)lVar3,0,0,0);
      }
    }
    CRagGib::Spawn((CRagGib *)this,param_1,param_2,param_4,param_5);
  }
  return this;
}

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)