L L4D2node

CRecipientFilter::AddRecipientsByTeam

0x00805780 · 81 bytes · __thiscall

_ZN16CRecipientFilter19AddRecipientsByTeamEP5CTeam

Decompiled

undefined (2 params)

/* CRecipientFilter::AddRecipientsByTeam(CTeam*) */

void __thiscall CRecipientFilter::AddRecipientsByTeam(CRecipientFilter *this,CTeam *param_1)

{
  int iVar1;
  CBasePlayer *pCVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar1 = (**(code **)(*(int *)param_1 + 0x354))(param_1);
  if (0 < iVar1) {
    do {
      pCVar2 = (CBasePlayer *)(**(code **)(*(int *)param_1 + 0x358))(param_1,iVar3);
      if (pCVar2 != (CBasePlayer *)0x0) {
        AddRecipient(this,pCVar2);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  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)