L L4D2node

CRagdollBoogie::IncrementSuppressionCount

0x00804820 · 135 bytes · __cdecl

_ZN14CRagdollBoogie25IncrementSuppressionCountEP11CBaseEntity

Decompiled

undefined (1 param)

/* CRagdollBoogie::IncrementSuppressionCount(CBaseEntity*) */

void CRagdollBoogie::IncrementSuppressionCount(CBaseEntity *param_1)

{
  int iVar1;
  undefined *puVar2;
  uint uVar3;
  int iVar4;
  undefined *puVar5;
  
  puVar2 = g_pEntityList;
  uVar3 = *(uint *)(param_1 + 0x18c);
  if (uVar3 != 0xffffffff) {
    while (((puVar5 = puVar2 + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc &&
            (*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) && (iVar1 = *(int *)(puVar5 + 4), iVar1 != 0)))
    {
      iVar4 = __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&typeinfo,0);
      if (iVar4 != 0) {
        *(int *)(iVar4 + 0x44c) = *(int *)(iVar4 + 0x44c) + 1;
      }
      uVar3 = *(uint *)(iVar1 + 400);
      if (uVar3 == 0xffffffff) {
        return;
      }
    }
  }
  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)