L L4D2node

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 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)