L L4D2node

CRagdollProp::InputEnableMotion

0x00794e00 · 87 bytes · __cdecl

_ZN12CRagdollProp17InputEnableMotionER11inputdata_t

Decompiled

undefined (1 param)

/* CRagdollProp::InputEnableMotion(inputdata_t&) */

void CRagdollProp::InputEnableMotion(inputdata_t *param_1)

{
  int *piVar1;
  int iVar2;
  inputdata_t *piVar3;
  
  iVar2 = 0;
  piVar3 = param_1 + 0x1410;
  if (0 < *(int *)(param_1 + 0x13f8)) {
    do {
      piVar1 = *(int **)piVar3;
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0x40))(piVar1,1);
        (**(code **)(*piVar1 + 100))(piVar1);
      }
      iVar2 = iVar2 + 1;
      piVar3 = piVar3 + 0x54;
    } while (iVar2 < *(int *)(param_1 + 0x13f8));
  }
  return;
}

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)