L L4D2node

CRagdollProp::SetDamageEntity

0x007952b0 · 108 bytes · __thiscall

_ZN12CRagdollProp15SetDamageEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CRagdollProp::SetDamageEntity(CBaseEntity*) */

void __thiscall CRagdollProp::SetDamageEntity(CRagdollProp *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  
  if (param_1 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x1eb0) = 0xffffffff;
    if (this[0x105] != (CRagdollProp)0x1) {
      (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
      this[0x105] = (CRagdollProp)0x1;
      return;
    }
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x1eb0) = *puVar1;
    this[0x105] = *(CRagdollProp *)(param_1 + 0x105);
  }
  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)