L L4D2node

CRecipientFilter::AddRecipient

0x00805670 · 141 bytes · __thiscall

_ZN16CRecipientFilter12AddRecipientEP11CBasePlayer

Decompiled

undefined (2 params)

/* CRecipientFilter::AddRecipient(CBasePlayer*) */

void __thiscall CRecipientFilter::AddRecipient(CRecipientFilter *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 (((this[0x1c] == (CRecipientFilter)0x0) || (0 < (int)g_RecipientFilterPredictionSystem._16_4_))
     || (param_1 != (CBasePlayer *)g_RecipientFilterPredictionSystem._12_4_)) {
    iVar1 = *(int *)(this + 0x14);
    if (0 < iVar1) {
      if (local_10 == **(int **)(this + 8)) {
        return;
      }
      iVar2 = 0;
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == iVar1) goto LAB_008056cc;
      } while (local_10 != (*(int **)(this + 8))[iVar2]);
      if (iVar2 != -1) {
        return;
      }
    }
LAB_008056cc:
    CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
              ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),iVar1,&local_10);
  }
  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)