CIKContext::Init
0x00b8ad60 · 269 bytes · __thiscall
_ZN10CIKContext4InitEPK10CStudioHdrRK11matrix3x4_tfii
Decompiled
undefined (6 params)
/* CIKContext::Init(CStudioHdr const*, matrix3x4_t const&, float, int, int) */
void __thiscall
CIKContext::Init(CIKContext *this,CStudioHdr *param_1,matrix3x4_t *param_2,float param_3,int param_4
,int param_5)
{
int iVar1;
CIKContext *pCVar2;
*(CStudioHdr **)(this + 0xff8) = param_1;
CUtlVector<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>>
::RemoveAll((CUtlVector<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>>
*)(this + 0xffc));
if (*(int *)(*(int *)param_1 + 0x11c) == 0) {
*(undefined4 *)(this + 0xff0) = 0;
}
else {
CUtlVector<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>>
::SetCount((CUtlVector<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>>
*)(this + 0xffc),*(int *)(*(int *)param_1 + 0x11c));
if (*(int *)(this + 0xff0) == 0) {
*(undefined4 *)(this + 0xff0) = 0xc;
*(CIKContext **)(this + 0xff4) = this;
CUtlVector<CIKTarget,CUtlMemoryFixed<CIKTarget,12u,0>>::ShiftElementsRight
((CUtlVector<CIKTarget,CUtlMemoryFixed<CIKTarget,12u,0>> *)this,0,0xc);
memset(this,0,*(int *)(this + 0xff0) * 0x154);
if (0 < *(int *)(this + 0xff0)) {
iVar1 = 0;
pCVar2 = this;
do {
*(undefined4 *)(pCVar2 + 0xd0) = 0xffffd8f1;
iVar1 = iVar1 + 1;
pCVar2 = pCVar2 + 0x154;
} while (iVar1 < *(int *)(this + 0xff0));
}
}
}
MatrixCopy(param_2,(matrix3x4_t *)(this + 0x1024));
*(float *)(this + 0x1058) = param_3;
*(int *)(this + 0x1054) = param_4;
*(int *)(this + 0x105c) = param_5;
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.