L L4D2node

CCSGameRules::InitDefaultAIRelationships

0x00433b40 · 127 bytes · __cdecl

_ZN12CCSGameRules26InitDefaultAIRelationshipsEv

Decompiled

undefined (0 params)

/* CCSGameRules::InitDefaultAIRelationships() */

void CCSGameRules::InitDefaultAIRelationships(void)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  CBaseCombatCharacter::AllocateDefaultRelationships();
  do {
    iVar1 = 0;
    do {
      if (((iVar1 == 0) || (iVar2 != 3)) || (iVar1 == 3)) {
        CBaseCombatCharacter::SetDefaultRelationship(iVar2,iVar1,4,0);
      }
      else {
        CBaseCombatCharacter::SetDefaultRelationship(3,iVar1,1,0);
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 != 5);
    iVar2 = iVar2 + 1;
  } while (iVar2 != 5);
  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)