CRagdollBoogie::DecrementSuppressionCount
0x008048b0 · 243 bytes · __cdecl
_ZN14CRagdollBoogie25DecrementSuppressionCountEP11CBaseEntity
Decompiled
undefined (1 param)
/* CRagdollBoogie::DecrementSuppressionCount(CBaseEntity*) */
void CRagdollBoogie::DecrementSuppressionCount(CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
int iVar3;
undefined *puVar4;
int iVar5;
uVar1 = *(uint *)(param_1 + 0x18c);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
iVar2 = *(int *)(puVar4 + 4);
while (iVar2 != 0) {
uVar1 = *(uint *)(iVar2 + 400);
iVar5 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
iVar5 = *(int *)(puVar4 + 4);
}
iVar3 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
iVar2 = iVar5;
if (iVar3 != 0) {
iVar5 = *(int *)(iVar3 + 0x44c) + -1;
if (iVar5 < 1) {
*(undefined4 *)(iVar3 + 0x44c) = 0;
if (*(float *)(iVar3 + 0x444) <= *(float *)(gpGlobals + 0xc) - *(float *)(iVar3 + 0x440))
{
PhysCallbackRemove((IServerNetworkable *)(iVar3 + 0x24));
}
}
else {
*(int *)(iVar3 + 0x44c) = iVar5;
}
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.