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 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.