L L4D2node

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 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)