L L4D2node

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 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)