CBaseCombatCharacter::AllocateDefaultRelationships
0x005f45d0 · 95 bytes · __cdecl
_ZN20CBaseCombatCharacter28AllocateDefaultRelationshipsEv
Decompiled
undefined (0 params)
/* CBaseCombatCharacter::AllocateDefaultRelationships() */
void CBaseCombatCharacter::AllocateDefaultRelationships(void)
{
undefined4 *puVar1;
undefined4 *puVar2;
int iVar3;
if (m_DefaultRelationship != (void *)0x0) {
return;
}
iVar3 = 0;
m_DefaultRelationship = operator_new__(0x14);
do {
puVar1 = operator_new__(0x50);
puVar2 = puVar1;
do {
*puVar2 = 0xffffffff;
puVar2 = puVar2 + 4;
} while (puVar2 != puVar1 + 0x14);
*(undefined4 **)((int)m_DefaultRelationship + iVar3) = puVar1;
iVar3 = iVar3 + 4;
} while (iVar3 != 0x14);
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.