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 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.