CTeamplayRules::PlayerRelationship
0x004d11b0 · 169 bytes · __thiscall
_ZN14CTeamplayRules18PlayerRelationshipEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* CTeamplayRules::PlayerRelationship(CBaseEntity*, CBaseEntity*) */
undefined4 __thiscall
CTeamplayRules::PlayerRelationship(CTeamplayRules *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
char cVar1;
char *pcVar2;
char *pcVar3;
int iVar4;
if ((((param_1 != (CBaseEntity *)0x0) && (param_2 != (CBaseEntity *)0x0)) &&
(cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar1 != '\0')) &&
((pcVar2 = (char *)(**(code **)(*(int *)this + 0x1a0))(this,param_1), *pcVar2 != '\0' &&
(pcVar2 = (char *)(**(code **)(*(int *)this + 0x1a0))(this,param_2), *pcVar2 != '\0')))) {
pcVar2 = (char *)(**(code **)(*(int *)this + 0x1a0))(this,param_2);
pcVar3 = (char *)(**(code **)(*(int *)this + 0x1a0))(this,param_1);
iVar4 = _V_stricmp(pcVar3,pcVar2);
if (iVar4 == 0) {
return 1;
}
}
return 0;
}
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.