CEngineRecipientFilter::AddRecipientsByPAS
0x00157190 · 95 bytes · __thiscall
_ZN22CEngineRecipientFilter18AddRecipientsByPASERK6Vector
Decompiled
undefined (2 params)
/* CEngineRecipientFilter::AddRecipientsByPAS(Vector const&) */
void __thiscall
CEngineRecipientFilter::AddRecipientsByPAS(CEngineRecipientFilter *this,Vector *param_1)
{
int iVar1;
undefined4 local_10 [2];
iVar1 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
if (iVar1 != 1) {
local_10[0] = 0;
SV_DetermineMulticastRecipients(true,param_1,(CBitVec *)local_10);
AddPlayersFromBitMask(this,(CBitVec *)local_10);
return;
}
AddAllPlayers(this);
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.