CTerrorPlayer::CreateRagdollEntity
0x009d7a10 · 257 bytes · __thiscall
_ZN13CTerrorPlayer19CreateRagdollEntityERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo const&) */
void __thiscall CTerrorPlayer::CreateRagdollEntity(CTerrorPlayer *this,CTakeDamageInfo *param_1)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 != '\0') && (this[0x39f2] == (CTerrorPlayer)0x0)) {
CSurvivorDeathModel::Create(this);
return;
}
if (this[0x3375] != (CTerrorPlayer)0x0) {
return;
}
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar2 == 3) {
iVar2 = (**(code **)(*(int *)this + 0x544))(this);
if (iVar2 == 2) {
iVar2 = CBaseEntity::GetGender((CBaseEntity *)this);
if (iVar2 == 2) {
(**(code **)(*(int *)this + 0x70))(this,"models/infected/limbs/exploded_boomette.mdl");
}
else {
(**(code **)(*(int *)this + 0x70))(this,"models/infected/limbs/exploded_boomer.mdl");
}
if (*(int *)(this + 0x448) != 0) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x448) = 0;
}
*(undefined4 *)(this + 0x287c) = 0;
*(undefined4 *)(this + 0x2880) = 0;
*(undefined4 *)(this + 0x2884) = 0;
}
}
CCSPlayer::CreateRagdollEntity((CCSPlayer *)this,param_1);
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.