L L4D2node

CBaseCombatCharacter::FindEntityRelationship

0x005f46a0 · 323 bytes · __thiscall

_ZN20CBaseCombatCharacter22FindEntityRelationshipEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::FindEntityRelationship(CBaseEntity*) */

uint * __thiscall
CBaseCombatCharacter::FindEntityRelationship(CBaseCombatCharacter *this,CBaseEntity *param_1)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  uint *puVar4;
  undefined *puVar5;
  
  if (param_1 == (CBaseEntity *)0x0) {
    if ((FindEntityRelationship(CBaseEntity*)::dummy == '\0') &&
       (iVar3 = __cxa_guard_acquire(&FindEntityRelationship(CBaseEntity*)::dummy), iVar3 != 0)) {
      FindEntityRelationship(CBaseEntity*)::dummy._0_4_ = 0xffffffff;
      __cxa_guard_release(&FindEntityRelationship(CBaseEntity*)::dummy);
    }
    return (uint *)FindEntityRelationship(CBaseEntity*)::dummy;
  }
  if (0 < *(int *)(this + 0x1854)) {
    iVar3 = 0;
    puVar4 = *(uint **)(this + 0x1848);
    do {
      uVar1 = *puVar4;
      if ((((uVar1 != 0xffffffff) &&
           (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (param_1 == *(CBaseEntity **)(puVar5 + 4))) {
        return puVar4;
      }
      iVar3 = iVar3 + 1;
      puVar4 = puVar4 + 4;
    } while (iVar3 != *(int *)(this + 0x1854));
  }
  iVar3 = (**(code **)(*(int *)param_1 + 0x100))(param_1);
  if ((iVar3 != 0) && (0 < *(int *)(this + 0x1854))) {
    iVar3 = 0;
    do {
      uVar1 = (**(code **)(*(int *)param_1 + 0x100))(param_1);
      puVar4 = (uint *)(iVar3 * 0x10 + *(int *)(this + 0x1848));
      if (uVar1 == puVar4[1]) {
        return puVar4;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x1854));
  }
  AllocateDefaultRelationships();
  iVar3 = m_DefaultRelationship;
  iVar2 = (**(code **)(*(int *)this + 0x100))(this);
  iVar3 = *(int *)(iVar3 + iVar2 * 4);
  iVar2 = (**(code **)(*(int *)param_1 + 0x100))(param_1);
  return (uint *)(iVar2 * 0x10 + iVar3);
}

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)