CCopyRecipientFilter::AddRecipient
0x004c1810 · 128 bytes · __thiscall
_ZN20CCopyRecipientFilter12AddRecipientEP11CBasePlayer
Decompiled
undefined (2 params)
/* CCopyRecipientFilter::AddRecipient(CBasePlayer*) */
undefined4 __thiscall
CCopyRecipientFilter::AddRecipient(CCopyRecipientFilter *this,CBasePlayer *param_1)
{
int iVar1;
int iVar2;
int local_10;
if (*(int *)(param_1 + 0x30) == 0) {
local_10 = 0;
}
else {
local_10 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
if (local_10 < 0) {
return 0;
}
}
iVar1 = *(int *)(this + 0x14);
if (iVar1 < 1) {
LAB_004c185c:
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),iVar1,&local_10);
return 1;
}
if (local_10 != **(int **)(this + 8)) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_004c185c;
} while (local_10 != (*(int **)(this + 8))[iVar2]);
if (iVar2 == -1) goto LAB_004c185c;
}
return 0;
}
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.