L L4D2node

CRagdollProp::InitRagdollAnimation

0x00796e90 · 331 bytes · __thiscall

_ZN12CRagdollProp20InitRagdollAnimationEv

Decompiled

undefined (1 param)

/* CRagdollProp::InitRagdollAnimation() */

void __thiscall CRagdollProp::InitRagdollAnimation(CRagdollProp *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  
  fVar1 = *(float *)(gpGlobals + 0xc);
  if (fVar1 == *(float *)(this + 0x90)) {
    fVar1 = *(float *)(this + 0x468);
  }
  else {
    if (this[0x6c] == (CRagdollProp)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x90) = fVar1;
    fVar1 = *(float *)(this + 0x468);
  }
  if (fVar1 == 0.0) {
    fVar1 = *(float *)(this + 0x490);
  }
  else {
    if (this[0x6c] == (CRagdollProp)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
    }
    fVar1 = *(float *)(this + 0x490);
    *(undefined4 *)(this + 0x468) = 0;
  }
  if (fVar1 != 0.0) {
    if (this[0x6c] == (CRagdollProp)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x490) = 0;
  }
  iVar3 = (**(code **)(*(int *)this + 0x340))(this,0x18);
  if (-1 < iVar3) {
    CBaseAnimating::ResetSequence((CBaseAnimating *)this,iVar3);
    return;
  }
  CBaseAnimating::ResetSequence((CBaseAnimating *)this,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)