CreateServerRagdollAttached
0x0079a9f0 · 274 bytes · __cdecl
_Z27CreateServerRagdollAttachedP14CBaseAnimatingRK6VectoriiP14IPhysicsObjectS0_iS3_iS3_
Decompiled
undefined (10 params)
/* CreateServerRagdollAttached(CBaseAnimating*, Vector const&, int, int, IPhysicsObject*,
CBaseAnimating*, int, Vector const&, int, Vector const&) */
CBaseAnimating *
CreateServerRagdollAttached
(CBaseAnimating *param_1,Vector *param_2,int param_3,int param_4,IPhysicsObject *param_5,
CBaseAnimating *param_6,int param_7,Vector *param_8,int param_9,Vector *param_10)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
CBaseAnimating *this;
matrix3x4_t local_181c [6156];
pcVar1 = *(code **)(*modelinfo + 0x18);
uVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
iVar3 = (*pcVar1)(modelinfo,uVar2);
if (iVar3 == 0) {
this = (CBaseAnimating *)0x0;
}
else {
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
this = (CBaseAnimating *)
CBaseEntity::CreateNoSpawn
("prop_ragdoll_attached",(Vector *)(param_1 + 0x2e0),(QAngle *)&vec3_angle,
(CBaseEntity *)0x0);
CBaseAnimating::CopyAnimationDataFrom(this,param_1);
CRagdollProp::InitRagdollAnimation((CRagdollProp *)this);
(**(code **)(*(int *)param_1 + 0x35c))(param_1,local_181c,0x7ff00);
CRagdollPropAttached::InitRagdollAttached
((CRagdollPropAttached *)this,param_5,param_2,param_3,local_181c,local_181c,0.1,
param_4,param_6,param_7,param_10,param_9,param_8);
}
return this;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.