CBaseCombatCharacter::AddEntityRelationship
0x005f77f0 · 323 bytes · __thiscall
_ZN20CBaseCombatCharacter21AddEntityRelationshipEP11CBaseEntity13Disposition_ti
Decompiled
undefined (4 params)
/* CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) */
void __thiscall
CBaseCombatCharacter::AddEntityRelationship
(CBaseCombatCharacter *this,int *param_1,undefined4 param_3,int param_4)
{
uint uVar1;
int iVar2;
int iVar3;
undefined4 *puVar4;
undefined *puVar5;
int local_20;
local_20 = *(int *)(this + 0x1854) + -1;
if (-1 < local_20) {
iVar2 = local_20 * 0x10;
do {
uVar1 = *(uint *)(*(int *)(this + 0x1848) + iVar2);
if (((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
if (param_1 == (int *)0x0) goto LAB_005f7880;
}
else if (param_1 == *(int **)(puVar5 + 4)) {
LAB_005f7880:
*(undefined4 *)(*(int *)(this + 0x1848) + iVar2 + 8) = param_3;
if (param_4 == -0x80000000) {
return;
}
*(int *)(*(int *)(this + 0x1848) + 0xc + iVar2) = param_4;
return;
}
local_20 = local_20 + -1;
iVar2 = iVar2 + -0x10;
} while (local_20 != -1);
}
iVar3 = CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>>::InsertBefore
((CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>> *)(this + 0x1848),
*(int *)(this + 0x1854));
iVar3 = iVar3 * 0x10;
*(undefined4 *)(*(int *)(this + 0x1848) + 4 + iVar3) = 0;
iVar2 = *(int *)(this + 0x1848);
if (param_1 == (int *)0x0) {
*(undefined4 *)(iVar2 + iVar3) = 0xffffffff;
}
else {
puVar4 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
*(undefined4 *)(iVar2 + iVar3) = *puVar4;
}
*(undefined4 *)(*(int *)(this + 0x1848) + 8 + iVar3) = param_3;
iVar2 = 0;
if (param_4 != -0x80000000) {
iVar2 = param_4;
}
*(int *)(iVar3 + *(int *)(this + 0x1848) + 0xc) = iVar2;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.