L L4D2node

CRecipientFilter::CopyFrom

0x008055e0 · 144 bytes · __thiscall

_ZN16CRecipientFilter8CopyFromERKS_

Decompiled

undefined (2 params)

/* CRecipientFilter::CopyFrom(CRecipientFilter const&) */

void __thiscall CRecipientFilter::CopyFrom(CRecipientFilter *this,CRecipientFilter *param_1)

{
  CRecipientFilter CVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int local_20 [4];
  
  CVar1 = (CRecipientFilter)(**(code **)(*(int *)param_1 + 8))(param_1);
  this[4] = CVar1;
  CVar1 = (CRecipientFilter)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  this[5] = CVar1;
  this[0x1c] = param_1[0x1c];
  this[0x1d] = param_1[0x1d];
  iVar2 = (**(code **)(*(int *)param_1 + 0x10))(param_1);
  if (0 < iVar2) {
    iVar3 = 0;
    do {
      iVar4 = iVar3 + 1;
      local_20[0] = (**(code **)(*(int *)param_1 + 0x14))(param_1,iVar3);
      CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
                ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),*(int *)(this + 0x14),local_20);
      iVar3 = iVar4;
    } while (iVar4 != iVar2);
  }
  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)