L L4D2node

CRecipientFilter::RemoveRecipientsNotOnTeam

0x00805a30 · 94 bytes · __thiscall

_ZN16CRecipientFilter25RemoveRecipientsNotOnTeamEP5CTeam

Decompiled

undefined (2 params)

/* CRecipientFilter::RemoveRecipientsNotOnTeam(CTeam*) */

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

{
  CBaseEntity *this_00;
  CTeam *pCVar1;
  int iVar2;
  
  iVar2 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar2);
      if ((this_00 != (CBaseEntity *)0x0) &&
         (pCVar1 = (CTeam *)CBaseEntity::GetTeam(this_00), pCVar1 != param_1)) {
        RemoveRecipient(this,(CBasePlayer *)this_00);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 <= *(int *)(gpGlobals + 0x14));
  }
  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)