L L4D2node

NextBotCombatCharacter::BecomeRagdoll

0x00752ec0 · 168 bytes · __thiscall

_ZN22NextBotCombatCharacter13BecomeRagdollERK15CTakeDamageInfoRK6Vector

Decompiled

undefined (3 params)

/* NextBotCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) */

void __thiscall
NextBotCombatCharacter::BecomeRagdoll
          (NextBotCombatCharacter *this,CTakeDamageInfo *param_1,Vector *param_2)

{
  int iVar1;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  local_24 = *(float *)param_2;
  local_20 = *(float *)(param_2 + 4);
  local_1c = *(float *)(param_2 + 8);
  iVar1 = CRagdollMagnet::FindBestMagnet((CBaseEntity *)this);
  if (iVar1 != 0) {
    CRagdollMagnet::GetForceVector((CBaseEntity *)&local_18);
    local_24 = local_24 + local_18;
    local_20 = local_20 + local_14;
    local_1c = local_1c + local_10;
  }
  CBaseEntity::EmitSound
            ((CBaseEntity *)this,"BaseCombatCharacter.StopWeaponSounds",0.0,(float *)0x0);
  CBaseCombatCharacter::BecomeRagdoll((CBaseCombatCharacter *)this,param_1,(Vector *)&local_24);
  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)