CBaseCombatCharacter::AddClassRelationship
0x005f76f0 · 230 bytes · __thiscall
_ZN20CBaseCombatCharacter20AddClassRelationshipE7Class_T13Disposition_ti
Decompiled
undefined (4 params)
/* CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) */
void __thiscall
CBaseCombatCharacter::AddClassRelationship
(CBaseCombatCharacter *this,int param_2,int param_3,int param_4)
{
int iVar1;
int iVar2;
int *piVar3;
int iVar4;
int iVar5;
int *piVar6;
iVar5 = *(int *)(this + 0x1854) + -1;
if (iVar5 < 0) {
LAB_005f7756:
iVar4 = CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>>::InsertBefore
((CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>> *)(this + 0x1848),
*(int *)(this + 0x1854));
iVar4 = iVar4 * 0x10;
*(int *)(*(int *)(this + 0x1848) + 4 + iVar4) = param_2;
*(undefined4 *)(*(int *)(this + 0x1848) + iVar4) = 0xffffffff;
*(int *)(*(int *)(this + 0x1848) + 8 + iVar4) = param_3;
iVar5 = 0;
if (param_4 != -0x80000000) {
iVar5 = param_4;
}
*(int *)(iVar4 + *(int *)(this + 0x1848) + 0xc) = iVar5;
}
else {
iVar4 = iVar5 * 0x10;
iVar1 = *(int *)(this + 0x1848);
piVar6 = (int *)(iVar1 + iVar4);
if (piVar6[1] != param_2) {
piVar3 = (int *)(iVar1 + -0xc + iVar4);
do {
iVar5 = iVar5 + -1;
if (iVar5 == -1) goto LAB_005f7756;
iVar4 = (-4 - iVar1) + (int)piVar3;
piVar6 = piVar3 + -1;
iVar2 = *piVar3;
piVar3 = piVar3 + -4;
} while (iVar2 != param_2);
}
piVar6[2] = param_3;
if (param_4 != -0x80000000) {
*(int *)(*(int *)(this + 0x1848) + 0xc + iVar4) = param_4;
return;
}
}
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.