L L4D2node

CEngineRecipientFilter::RemoveRecipient

0x00156e40 · 124 bytes · __thiscall

_ZN22CEngineRecipientFilter15RemoveRecipientEi

Decompiled

undefined (2 params)

/* CEngineRecipientFilter::RemoveRecipient(int) */

void __thiscall CEngineRecipientFilter::RemoveRecipient(CEngineRecipientFilter *this,int param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = *(int *)(this + 0x14);
  if (iVar1 < 1) {
    return;
  }
  piVar2 = *(int **)(this + 8);
  iVar3 = 0;
  if (*piVar2 != param_1) {
    do {
      iVar3 = iVar3 + 1;
      if (iVar3 == iVar1) {
        return;
      }
    } while (piVar2[iVar3] != param_1);
    if (iVar3 == -1) {
      return;
    }
  }
  iVar4 = (iVar1 - iVar3) + -1;
  if (iVar4 < 1) {
    *(int *)(this + 0x14) = iVar1 + -1;
  }
  else {
    _V_memmove(piVar2 + iVar3,piVar2 + iVar3 + 1,iVar4 * 4);
    *(int *)(this + 0x14) = *(int *)(this + 0x14) + -1;
  }
  return;
}

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)