L L4D2node

CEngineRecipientFilter::AddPlayersFromFilter

0x001570d0 · 66 bytes · __thiscall

_ZN22CEngineRecipientFilter20AddPlayersFromFilterEPK16IRecipientFilter

Decompiled

undefined (2 params)

/* CEngineRecipientFilter::AddPlayersFromFilter(IRecipientFilter const*) */

void __thiscall
CEngineRecipientFilter::AddPlayersFromFilter(CEngineRecipientFilter *this,IRecipientFilter *param_1)

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