L L4D2node

PackedEntity::SetRecipients

0x001d6250 · 38 bytes · __thiscall

_ZN12PackedEntity13SetRecipientsERK10CUtlMemoryI20CSendProxyRecipientsiE

Decompiled

undefined (2 params)

/* PackedEntity::SetRecipients(CUtlMemory<CSendProxyRecipients, int> const&) */

void __thiscall PackedEntity::SetRecipients(PackedEntity *this,CUtlMemory *param_1)

{
  CUtlVector<CSendProxyRecipients,CUtlMemory<CSendProxyRecipients,int>>::CopyArray
            ((CUtlVector<CSendProxyRecipients,CUtlMemory<CSendProxyRecipients,int>> *)(this + 0x10),
             *(CSendProxyRecipients **)param_1,*(int *)(param_1 + 4));
  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)