L L4D2node

CRecipientFilter::GetRecipientIndex

0x008053e0 · 55 bytes · __thiscall

_ZNK16CRecipientFilter17GetRecipientIndexEi

Decompiled

undefined (2 params)

/* CRecipientFilter::GetRecipientIndex(int) const */

undefined4 __thiscall CRecipientFilter::GetRecipientIndex(CRecipientFilter *this,int param_1)

{
  int iVar1;
  
  if (-1 < param_1) {
    iVar1 = (**(code **)(*(int *)this + 0x10))(this);
    if (param_1 < iVar1) {
      return *(undefined4 *)(*(int *)(this + 8) + param_1 * 4);
    }
  }
  return 0xffffffff;
}

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)