L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)