L L4D2node

CRagdollProp::HasPhysicsAttacker

0x00794ce0 · 93 bytes · __thiscall

_ZN12CRagdollProp18HasPhysicsAttackerEf

Decompiled

undefined (2 params)

/* CRagdollProp::HasPhysicsAttacker(float) */

undefined4 __thiscall CRagdollProp::HasPhysicsAttacker(CRagdollProp *this,float param_1)

{
  uint uVar1;
  undefined *puVar2;
  float fVar3;
  
  fVar3 = *(float *)(gpGlobals + 0xc) - param_1;
  if (*(float *)(this + 0x1ebc) <= fVar3 && fVar3 != *(float *)(this + 0x1ebc)) {
    return 0;
  }
  uVar1 = *(uint *)(this + 0x1eb8);
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    return *(undefined4 *)(puVar2 + 4);
  }
  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)