L L4D2node

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 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)