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 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.