L L4D2node

GetRagdollConstraintGroup

0x00772630 · 42 bytes · __regparm3

_ZL25GetRagdollConstraintGroupP14IPhysicsObject

Decompiled

undefined (1 param)

/* GetRagdollConstraintGroup(IPhysicsObject*) */

undefined4 __regparm3 GetRagdollConstraintGroup(IPhysicsObject *param_1)

{
  CBaseEntity *pCVar1;
  int iVar2;
  
  if (param_1 == (IPhysicsObject *)0x0) {
    return 0;
  }
  pCVar1 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
  iVar2 = Ragdoll_GetRagdoll(pCVar1);
  if (iVar2 != 0) {
    return *(undefined4 *)(iVar2 + 8);
  }
  return 0;
}

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)