L L4D2node

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 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)