L L4D2node

CIKContext::CIKContext

0x00b8a7e0 · 154 bytes · __thiscall

_ZN10CIKContextC2Ev

Decompiled

undefined (1 param)

/* CIKContext::CIKContext() */

void __thiscall CIKContext::CIKContext(CIKContext *this)

{
  *(undefined4 *)(this + 0xff0) = 0;
  *(CIKContext **)(this + 0xff4) = this;
  *(undefined4 *)(this + 0xffc) = 0;
  *(undefined4 *)(this + 0x1000) = 0;
  *(undefined4 *)(this + 0x1004) = 0;
  *(undefined4 *)(this + 0x1008) = 0;
  *(undefined4 *)(this + 0x100c) = 0;
  *(undefined4 *)(this + 0x1010) = 0;
  *(undefined4 *)(this + 0x1014) = 0;
  *(undefined4 *)(this + 0x1018) = 0;
  *(undefined4 *)(this + 0x101c) = 0;
  *(undefined4 *)(this + 0x1020) = 0;
  *(undefined4 *)(this + 0x1054) = 0xffffffff;
  *(undefined4 *)(this + 0xff8) = 0;
  *(undefined4 *)(this + 0x1058) = 0xbf800000;
  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)