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 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.