L L4D2node

CBaseAnimating::EnableServerIK

0x005e7410 · 73 bytes · __thiscall

_ZN14CBaseAnimating14EnableServerIKEv

Decompiled

undefined (1 param)

/* CBaseAnimating::EnableServerIK() */

void __thiscall CBaseAnimating::EnableServerIK(CBaseAnimating *this)

{
  CIKContext *this_00;
  
  if (*(int *)(this + 0x480) != 0) {
    return;
  }
  this_00 = ::operator_new(0x1060);
                    /* try { // try from 005e7441 to 005e7445 has its CatchHandler @ 005e745d */
  CIKContext::CIKContext(this_00);
  *(CIKContext **)(this + 0x480) = this_00;
  *(undefined4 *)(this + 0x484) = 0;
  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)