L L4D2node

CRagdollProp::OnRestore

0x0079b0b0 · 175 bytes · __thiscall

_ZN12CRagdollProp9OnRestoreEv

Decompiled

undefined (1 param)

/* CRagdollProp::OnRestore() */

void __thiscall CRagdollProp::OnRestore(CRagdollProp *this)

{
  code *pcVar1;
  int iVar2;
  undefined4 uVar3;
  vcollide_t *pvVar4;
  
  *(undefined4 *)(this + 0x1420) = 0xffffffff;
  *(undefined4 *)(this + 0x1404) = 0;
  *(undefined4 *)(this + 0x1408) = 0;
  *(undefined4 *)(this + 0x140c) = 0;
  *(undefined4 *)(this + 0x1410) = *(undefined4 *)(this + 0x238);
  CBaseAnimating::OnRestore((CBaseAnimating *)this);
  if (*(int *)(this + 0x13f8) != 0) {
    iVar2 = (**(code **)(*(int *)this + 0x1c))(this);
    pcVar1 = *(code **)(*modelinfo + 0x18);
    uVar3 = (**(code **)(*(int *)this + 0x1c))(this);
    pvVar4 = (vcollide_t *)(*pcVar1)(modelinfo,uVar3);
    RagdollSetupCollisions((ragdoll_t *)(this + 0x13f8),pvVar4,iVar2);
    (**(code **)(*(int *)this + 0x29c))(this,*(undefined4 *)(this + 0x238));
  }
  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)