L L4D2node

CRecipientFilter::RemoveRecipient

0x00805980 · 62 bytes · __thiscall

_ZN16CRecipientFilter15RemoveRecipientEP11CBasePlayer

Decompiled

undefined (2 params)

/* CRecipientFilter::RemoveRecipient(CBasePlayer*) */

void __thiscall CRecipientFilter::RemoveRecipient(CRecipientFilter *this,CBasePlayer *param_1)

{
  int local_10 [3];
  
  if (param_1 != (CBasePlayer *)0x0) {
    if (*(int *)(param_1 + 0x30) == 0) {
      local_10[0] = 0;
    }
    else {
      local_10[0] = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    CUtlVector<int,CUtlMemory<int,int>>::FindAndRemove
              ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),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)