CBaseCombatCharacter::SetDefaultRelationship
0x005f4640 · 47 bytes · __cdecl
_ZN20CBaseCombatCharacter22SetDefaultRelationshipE7Class_TS0_13Disposition_ti
Decompiled
undefined (4 params)
/* CBaseCombatCharacter::SetDefaultRelationship(Class_T, Class_T, Disposition_t, int) */
void CBaseCombatCharacter::SetDefaultRelationship
(int param_1,int param_2,undefined4 param_3,undefined4 param_4)
{
int *piVar1;
if (m_DefaultRelationship != 0) {
piVar1 = (int *)(m_DefaultRelationship + param_1 * 4);
*(undefined4 *)(*piVar1 + 8 + param_2 * 0x10) = param_3;
*(undefined4 *)(*piVar1 + 0xc + param_2 * 0x10) = param_4;
}
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.