L L4D2node

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 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)