CRagdollBoogie::AttachToEntity
0x008049c0 · 224 bytes · __thiscall
_ZN14CRagdollBoogie14AttachToEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CRagdollBoogie::AttachToEntity(CBaseEntity*) */
void __thiscall CRagdollBoogie::AttachToEntity(CRagdollBoogie *this,CBaseEntity *param_1)
{
uint uVar1;
CBaseEntity *pCVar2;
int iVar3;
undefined *puVar4;
undefined *puVar5;
CBaseEntity *pCVar6;
puVar4 = g_pEntityList;
*(undefined4 *)(this + 0x44c) = 0;
uVar1 = *(uint *)(param_1 + 0x18c);
if (((uVar1 != 0xffffffff) &&
(puVar5 = puVar4 + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar6 = *(CBaseEntity **)(puVar5 + 4);
while (pCVar2 = pCVar6, pCVar2 != (CBaseEntity *)0x0) {
uVar1 = *(uint *)(pCVar2 + 400);
pCVar6 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = puVar4 + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
pCVar6 = *(CBaseEntity **)(puVar4 + 4);
}
iVar3 = __dynamic_cast(pCVar2,&CBaseEntity::typeinfo,&typeinfo,0);
puVar4 = g_pEntityList;
if (iVar3 != 0) {
*(undefined4 *)(this + 0x44c) = *(undefined4 *)(iVar3 + 0x44c);
UTIL_Remove(pCVar2);
puVar4 = g_pEntityList;
}
}
}
CBaseEntity::FollowEntity((CBaseEntity *)this,param_1,true);
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.