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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.