L L4D2node

CBaseAnimating::DisableServerIK

0x005e9810 · 238 bytes · __thiscall

_ZN14CBaseAnimating15DisableServerIKEv

Decompiled

undefined (1 param)

/* CBaseAnimating::DisableServerIK() */

void __thiscall CBaseAnimating::DisableServerIK(CBaseAnimating *this)

{
  void *pvVar1;
  int iVar2;
  CUtlMemory<ikcontextikrule_t,int> *this_00;
  int iVar3;
  
  pvVar1 = *(void **)(this + 0x480);
  if (pvVar1 != (void *)0x0) {
    *(undefined4 *)((int)pvVar1 + 0x101c) = 0;
    CUtlMemory<ikcontextikrule_t,int>::Purge
              ((CUtlMemory<ikcontextikrule_t,int> *)((int)pvVar1 + 0x1010));
    *(undefined4 *)((int)pvVar1 + 0x1020) = *(undefined4 *)((int)pvVar1 + 0x1010);
    CUtlMemory<ikcontextikrule_t,int>::Purge
              ((CUtlMemory<ikcontextikrule_t,int> *)((int)pvVar1 + 0x1010));
    iVar3 = *(int *)((int)pvVar1 + 0x1008) + -1;
    if (-1 < iVar3) {
      iVar2 = iVar3 * 0x14;
      do {
        iVar3 = iVar3 + -1;
        this_00 = (CUtlMemory<ikcontextikrule_t,int> *)(iVar2 + *(int *)((int)pvVar1 + 0xffc));
        *(undefined4 *)(this_00 + 0xc) = 0;
        CUtlMemory<ikcontextikrule_t,int>::Purge(this_00);
        *(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
        CUtlMemory<ikcontextikrule_t,int>::Purge(this_00);
        iVar2 = iVar2 + -0x14;
      } while (iVar3 != -1);
    }
    *(undefined4 *)((int)pvVar1 + 0x1008) = 0;
    CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>::Purge
              ((CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int> *)
               ((int)pvVar1 + 0xffc));
    *(undefined4 *)((int)pvVar1 + 0x100c) = *(undefined4 *)((int)pvVar1 + 0xffc);
    CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>::Purge
              ((CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int> *)
               ((int)pvVar1 + 0xffc));
    *(void **)((int)pvVar1 + 0xff4) = pvVar1;
    *(undefined4 *)((int)pvVar1 + 0xff0) = 0;
    operator_delete(pvVar1);
  }
  *(undefined4 *)(this + 0x480) = 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)