L L4D2node

BuildRecipientList

0x00157e00 · 158 bytes · __cdecl

_Z18BuildRecipientListR10CUtlVectorIP7edict_t10CUtlMemoryIS1_iEERK16IRecipientFilter

Decompiled

undefined (2 params)

/* BuildRecipientList(CUtlVector<edict_t*, CUtlMemory<edict_t*, int> >&, IRecipientFilter const&) */

void BuildRecipientList(CUtlVector *param_1,IRecipientFilter *param_2)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = 0;
  iVar3 = (**(code **)(*(int *)param_2 + 0x10))(param_2);
  if (iVar3 < 1) {
    return;
  }
  do {
    while ((iVar4 = (**(code **)(*(int *)param_2 + 0x14))(param_2,iVar5), iVar4 < 1 ||
           (DAT_003b8080 < iVar4))) {
LAB_00157e20:
      iVar5 = iVar5 + 1;
      if (iVar5 == iVar3) {
        return;
      }
    }
    piVar1 = *(int **)(DAT_003b8074 + -4 + iVar4 * 4);
    cVar2 = (**(code **)(*piVar1 + 0x78))(piVar1);
    if ((cVar2 != '\0') || (cVar2 = (**(code **)(*piVar1 + 0x70))(piVar1), cVar2 == '\0'))
    goto LAB_00157e20;
    iVar5 = iVar5 + 1;
    CUtlVector<edict_t*,CUtlMemory<edict_t*,int>>::InsertBefore
              ((CUtlVector<edict_t*,CUtlMemory<edict_t*,int>> *)param_1,*(int *)(param_1 + 0xc),
               (edict_t **)(piVar1 + 0x75d4));
    if (iVar5 == iVar3) {
      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)