CBaseCombatCharacter::GetDefaultRelationshipDisposition
0x005f4670 · 45 bytes · __thiscall
_ZN20CBaseCombatCharacter33GetDefaultRelationshipDispositionE7Class_T
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::GetDefaultRelationshipDisposition(Class_T) */
undefined4 __thiscall
CBaseCombatCharacter::GetDefaultRelationshipDisposition(CBaseCombatCharacter *this,int param_2)
{
int iVar1;
int iVar2;
iVar1 = m_DefaultRelationship;
iVar2 = (**(code **)(*(int *)this + 0x100))(this);
return *(undefined4 *)(param_2 * 0x10 + *(int *)(iVar1 + iVar2 * 4) + 8);
}
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.