CBaseCombatCharacter::RemoveEntityRelationship
0x005efb20 · 227 bytes · __thiscall
_ZN20CBaseCombatCharacter24RemoveEntityRelationshipEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) */
undefined4 __thiscall
CBaseCombatCharacter::RemoveEntityRelationship(CBaseCombatCharacter *this,CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
int iVar3;
int iVar4;
uint *puVar5;
undefined *puVar6;
iVar2 = *(int *)(this + 0x1854) + -1;
if (-1 < iVar2) {
puVar5 = (uint *)(iVar2 * 0x10 + *(int *)(this + 0x1848));
iVar4 = iVar2;
do {
uVar1 = *puVar5;
if (((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
if (param_1 == (CBaseEntity *)0x0) goto LAB_005efbb0;
}
else if (param_1 == *(CBaseEntity **)(puVar6 + 4)) {
LAB_005efbb0:
iVar3 = (*(int *)(this + 0x1854) - iVar4) + -1;
if (0 < iVar3) {
_V_memmove(puVar5,(void *)((iVar4 + 1) * 0x10 + *(int *)(this + 0x1848)),iVar3 * 0x10);
iVar2 = *(int *)(this + 0x1854) + -1;
}
*(int *)(this + 0x1854) = iVar2;
return 1;
}
iVar4 = iVar4 + -1;
puVar5 = puVar5 + -4;
} while (iVar4 != -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.