L L4D2node

CRagdollProp::ClearFlagsThink

0x00794ff0 · 106 bytes · __thiscall

_ZN12CRagdollProp15ClearFlagsThinkEv

Decompiled

undefined (1 param)

/* CRagdollProp::ClearFlagsThink() */

void __thiscall CRagdollProp::ClearFlagsThink(CRagdollProp *this)

{
  int *piVar1;
  uint uVar2;
  undefined1 local_14 [8];
  
  piVar1 = *(int **)(this + 0x238);
  uVar2 = (**(code **)(*piVar1 + 0x50))(piVar1);
  (**(code **)(*piVar1 + 0x4c))(piVar1,uVar2 & 0xfeff);
  this[0x1ead] = (CRagdollProp)0x0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  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)