L L4D2node

CBaseCombatCharacter::IRelationType

0x005f4800 · 38 bytes · __thiscall

_ZN20CBaseCombatCharacter13IRelationTypeEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::IRelationType(CBaseEntity*) */

undefined4 __thiscall
CBaseCombatCharacter::IRelationType(CBaseCombatCharacter *this,CBaseEntity *param_1)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = 4;
  if (param_1 != (CBaseEntity *)0x0) {
    iVar2 = FindEntityRelationship(this,param_1);
    uVar1 = *(undefined4 *)(iVar2 + 8);
  }
  return uVar1;
}

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)