CIKTarget::IKFailed
0x00b87900 · 156 bytes · __thiscall
_ZN9CIKTarget8IKFailedEv
Decompiled
undefined (1 param)
/* CIKTarget::IKFailed() */
void __thiscall CIKTarget::IKFailed(CIKTarget *this)
{
*(undefined4 *)(this + 0x10c) = 0;
*(undefined4 *)(this + 0x110) = 0;
*(undefined4 *)(this + 0x114) = 0;
*(undefined4 *)(this + 0xf0) = *(undefined4 *)(this + 0x28);
*(undefined4 *)(this + 0xfc) = *(undefined4 *)(this + 0x34);
*(undefined4 *)(this + 0xf4) = *(undefined4 *)(this + 0x2c);
*(undefined4 *)(this + 0x118) = 0;
*(undefined4 *)(this + 0x11c) = 0;
*(undefined4 *)(this + 0x100) = *(undefined4 *)(this + 0x38);
*(undefined4 *)(this + 0x120) = 0;
*(undefined4 *)(this + 0x124) = 0;
*(undefined4 *)(this + 0xf8) = *(undefined4 *)(this + 0x30);
*(undefined4 *)(this + 0x104) = *(undefined4 *)(this + 0x3c);
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x5c) = 0;
this[0x7c] = (CIKTarget)0x0;
*(undefined4 *)(this + 0x108) = *(undefined4 *)(this + 0x40);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.