L L4D2node

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 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)