CCSPlayer::ConstructRadioFilter
0x00659390 · 185 bytes · __thiscall
_ZN9CCSPlayer20ConstructRadioFilterER16CRecipientFilter
Decompiled
undefined (2 params)
/* CCSPlayer::ConstructRadioFilter(CRecipientFilter&) */
void __thiscall CCSPlayer::ConstructRadioFilter(CCSPlayer *this,CRecipientFilter *param_1)
{
int iVar1;
CBaseEntity *this_00;
int iVar2;
int iVar3;
iVar3 = 1;
CRecipientFilter::MakeReliable(param_1);
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
while ((this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this_00 != (CBaseEntity *)0x0 &&
(this_00[0x23b8] == (CBaseEntity)0x0))) {
iVar2 = CBaseEntity::GetTeamNumber(this_00);
if (iVar2 != 1) {
iVar2 = CBaseEntity::GetTeamNumber(this_00);
if (iVar1 == iVar2) {
CRecipientFilter::AddRecipient(param_1,(CBasePlayer *)this_00);
goto LAB_00659416;
}
break;
}
if (1 < *(int *)(this_00 + 0x1d64) - 4U) break;
CRecipientFilter::AddRecipient(param_1,(CBasePlayer *)this_00);
LAB_00659416:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
return;
}
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.