L L4D2node

CEngineRecipientFilter::IncludesPlayer

0x00156ed0 · 73 bytes · __thiscall

_ZN22CEngineRecipientFilter14IncludesPlayerEi

Decompiled

undefined (2 params)

/* CEngineRecipientFilter::IncludesPlayer(int) */

undefined4 __thiscall
CEngineRecipientFilter::IncludesPlayer(CEngineRecipientFilter *this,int param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  while( true ) {
    iVar1 = (**(code **)(*(int *)this + 0x10))(this);
    if (iVar1 <= iVar2) {
      return 0;
    }
    iVar1 = (**(code **)(*(int *)this + 0x14))(this,iVar2);
    if (iVar1 == param_1) break;
    iVar2 = iVar2 + 1;
  }
  return 1;
}

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)