L L4D2node

CRagdollProp::InputStartRadgollBoogie

0x00794f90 · 89 bytes · __thiscall

_ZN12CRagdollProp23InputStartRadgollBoogieER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall CRagdollProp::InputStartRadgollBoogie(CRagdollProp *this,inputdata_t *param_1)

{
  float fVar1;
  
  fVar1 = *(float *)(param_1 + 8);
  if ((*(int *)(param_1 + 0x18) != 1) || (fVar1 <= 0.0)) {
    fVar1 = 5.0;
  }
  CRagdollBoogie::Create((CBaseEntity *)this,100.0,*(float *)(gpGlobals + 0xc),fVar1,0);
  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)