CEngineRecipientFilter::AddPlayersFromBitMask
0x00157030 · 150 bytes · __thiscall
_ZN22CEngineRecipientFilter21AddPlayersFromBitMaskER7CBitVecILi32EE
Decompiled
undefined (2 params)
/* CEngineRecipientFilter::AddPlayersFromBitMask(CBitVec<32>&) */
void __thiscall
CEngineRecipientFilter::AddPlayersFromBitMask(CEngineRecipientFilter *this,CBitVec *param_1)
{
int iVar1;
bool bVar2;
char cVar3;
int *piVar4;
int iVar5;
int iVar6;
iVar5 = 0;
iVar6 = 1;
if (DAT_003b8080 < 1) {
return;
}
do {
while ((*(uint *)(param_1 + (iVar5 >> 5) * 4) & 1 << ((byte)iVar5 & 0x1f)) == 0) {
LAB_00157052:
iVar5 = iVar5 + 1;
bVar2 = DAT_003b8080 <= iVar6;
iVar6 = iVar6 + 1;
if (bVar2) {
return;
}
}
iVar1 = *(int *)(DAT_003b8074 + iVar5 * 4);
piVar4 = (int *)(iVar1 + 4);
if (iVar1 == 0) {
piVar4 = (int *)0x0;
}
cVar3 = (**(code **)(*piVar4 + 0x88))(piVar4);
if (cVar3 == '\0') goto LAB_00157052;
iVar5 = iVar5 + 1;
AddRecipient(this,iVar6);
bVar2 = DAT_003b8080 <= iVar6;
iVar6 = iVar6 + 1;
if (bVar2) {
return;
}
} while( true );
}
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.