L L4D2node

CIKTarget::SetOwner

0x00b874b0 · 101 bytes · __thiscall

_ZN9CIKTarget8SetOwnerEiRK6VectorRK6QAngle

Decompiled

undefined (4 params)

/* CIKTarget::SetOwner(int, Vector const&, QAngle const&) */

void __thiscall CIKTarget::SetOwner(CIKTarget *this,int param_1,Vector *param_2,QAngle *param_3)

{
  *(int *)(this + 0xd4) = param_1;
  *(undefined4 *)(this + 0xd8) = *(undefined4 *)param_2;
  *(undefined4 *)(this + 0xdc) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(this + 0xe0) = *(undefined4 *)(param_2 + 8);
  *(undefined4 *)(this + 0xe4) = *(undefined4 *)param_3;
  *(undefined4 *)(this + 0xe8) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(this + 0xec) = *(undefined4 *)(param_3 + 8);
  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)