L L4D2node

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 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)