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Basically, for npc ragdolls, use the function ents.FindInSphere(position,radius) to get a table of nearby entities on the clientside (when keepcorpses is off, ragdolls are done on the clients) and compare the entries to "class C_ClientRagdoll" using ent:GetClass()
For player ragdolls, you have to get their ragdoll using ply:GetRagdollEntity() (beware, I get that information on the server and then network it to the clients the way i use it, also, it returns 2 different entities depending upon if it is being run on server or client). Btw, for safety, I validate the ragdoll on the client (after being networked) against "class C_HL2MPRagdoll", but i validate the ragdoll on the server against "class hl2mp_ragdoll"
Btw, ragdolls also freeze after a certain amount of time by default, changeable by setting ragdoll_sleepaftertime
https://www.youtube.com/watch?v=m50PL8QpJeI