CEngineRecipientFilter::AddAllPlayers
0x00156f30 · 148 bytes · __thiscall
_ZN22CEngineRecipientFilter13AddAllPlayersEv
Decompiled
undefined (1 param)
/* CEngineRecipientFilter::AddAllPlayers() */
void __thiscall CEngineRecipientFilter::AddAllPlayers(CEngineRecipientFilter *this)
{
bool bVar1;
char cVar2;
int *piVar3;
int iVar4;
int iVar5;
int local_20 [4];
iVar5 = 0;
*(undefined4 *)(this + 0x14) = 0;
iVar4 = 1;
if (0 < DAT_003b8080) {
do {
while( true ) {
piVar3 = (int *)0x0;
if (*(int *)(DAT_003b8074 + iVar5) != 0) {
piVar3 = (int *)(*(int *)(DAT_003b8074 + iVar5) + 4);
}
cVar2 = (**(code **)(*piVar3 + 0x88))(piVar3);
if (cVar2 == '\0') break;
iVar5 = iVar5 + 4;
local_20[0] = iVar4;
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),*(int *)(this + 0x14),local_20)
;
bVar1 = DAT_003b8080 <= iVar4;
iVar4 = iVar4 + 1;
if (bVar1) {
return;
}
}
iVar5 = iVar5 + 4;
bVar1 = iVar4 < DAT_003b8080;
iVar4 = iVar4 + 1;
} while (bVar1);
}
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.