L L4D2node

CRagdollProp::CRagdollProp

0x00796de0 · 145 bytes · __thiscall

_ZN12CRagdollPropC2Ev

Decompiled

undefined (1 param)

/* CRagdollProp::CRagdollProp() */

void __thiscall CRagdollProp::CRagdollProp(CRagdollProp *this)

{
  CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
  *(undefined ***)this = &PTR__CRagdollProp_00cb33c8;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cb3788;
  *(undefined4 *)(this + 0x1ea4) = 0xffffffff;
  *(undefined4 *)(this + 0x1eb0) = 0xffffffff;
  *(undefined4 *)(this + 0x1eb4) = 0xffffffff;
  *(undefined4 *)(this + 0x1eb8) = 0xffffffff;
  *(undefined4 *)(this + 0x1ec8) = 0;
  *(undefined4 *)(this + 0x1ea0) = 0;
  *(undefined4 *)(this + 0x13f8) = 0;
  this[0x1eac] = (CRagdollProp)0x0;
                    /* try { // try from 00796e5b to 00796e5f has its CatchHandler @ 00796e71 */
  CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,1.0);
  *(undefined4 *)(this + 0x1ed8) = 0x3f800000;
  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)