CRagdollProp::VPhysicsGetObjectList
0x00794d50 · 75 bytes · __thiscall
_ZN12CRagdollProp21VPhysicsGetObjectListEPP14IPhysicsObjecti
Decompiled
undefined (3 params)
/* CRagdollProp::VPhysicsGetObjectList(IPhysicsObject**, int) */
int __thiscall
CRagdollProp::VPhysicsGetObjectList(CRagdollProp *this,IPhysicsObject **param_1,int param_2)
{
CRagdollProp *pCVar1;
int iVar2;
CRagdollProp *pCVar3;
iVar2 = *(int *)(this + 0x13f8);
if (param_2 <= *(int *)(this + 0x13f8)) {
iVar2 = param_2;
}
if (iVar2 < 1) {
iVar2 = 0;
}
else {
pCVar3 = this + 0x1410;
pCVar1 = pCVar3 + iVar2 * 0x54;
iVar2 = 0;
do {
if (*(IPhysicsObject **)pCVar3 != (IPhysicsObject *)0x0) {
param_1[iVar2] = *(IPhysicsObject **)pCVar3;
iVar2 = iVar2 + 1;
}
pCVar3 = pCVar3 + 0x54;
} while (pCVar3 != pCVar1);
}
return iVar2;
}
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.