L L4D2node

DetachAttachedRagdollsForEntity

0x0079ab10 · 142 bytes · __cdecl

_Z31DetachAttachedRagdollsForEntityP11CBaseEntity

Decompiled

undefined (1 param)

/* DetachAttachedRagdollsForEntity(CBaseEntity*) */

void DetachAttachedRagdollsForEntity(CBaseEntity *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int local_30 [8];
  
  local_30[0] = 0;
  local_30[1] = 0;
  local_30[2] = 0;
  local_30[3] = 0;
  local_30[4] = 0;
                    /* try { // try from 0079ab49 to 0079ab4d has its CatchHandler @ 0079ab9e */
  GetAllChildren(param_1,(CUtlVector *)local_30);
  iVar2 = local_30[3] + -1;
  iVar3 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(local_30[0] + iVar3);
      iVar3 = iVar3 + -4;
      DetachAttachedRagdoll((CBaseEntity *)*puVar1);
    } while (iVar2 != -1);
  }
  local_30[3] = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
  local_30[4] = local_30[0];
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
  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)