L L4D2node

CRecipientFilter::RemovePlayersFromBitMask

0x00805a90 · 164 bytes · __thiscall

_ZN16CRecipientFilter24RemovePlayersFromBitMaskER7CBitVecILi32EE

Decompiled

undefined (2 params)

/* CRecipientFilter::RemovePlayersFromBitMask(CBitVec<32>&) */

void __thiscall CRecipientFilter::RemovePlayersFromBitMask(CRecipientFilter *this,CBitVec *param_1)

{
  uint uVar1;
  CBasePlayer *pCVar2;
  uint uVar3;
  int iVar4;
  
  uVar1 = *(uint *)param_1 & GetStartBitMask(int)::g_StartMask._0_4_;
  if (uVar1 == 0) {
    return;
  }
  while( true ) {
    if ((uVar1 & 0xff) == 0) {
      uVar3 = uVar1 >> 8 & 0xff;
      if (uVar3 == 0) {
        uVar3 = uVar1 >> 0x10 & 0xff;
        if (uVar3 == 0) {
          if (uVar1 >> 0x18 == 0) {
            return;
          }
          iVar4 = *(int *)(FirstBitInWord(unsigned_int,int)::firstBitLUT + (uVar1 >> 0x18) * 4) +
                  0x18;
        }
        else {
          iVar4 = *(int *)(FirstBitInWord(unsigned_int,int)::firstBitLUT + uVar3 * 4) + 0x10;
        }
      }
      else {
        iVar4 = *(int *)(FirstBitInWord(unsigned_int,int)::firstBitLUT + uVar3 * 4) + 8;
      }
    }
    else {
      iVar4 = *(int *)(FirstBitInWord(unsigned_int,int)::firstBitLUT + (uVar1 & 0xff) * 4);
    }
    if (iVar4 < 0) break;
    iVar4 = iVar4 + 1;
    pCVar2 = (CBasePlayer *)UTIL_PlayerByIndex(iVar4);
    if (pCVar2 != (CBasePlayer *)0x0) {
      RemoveRecipient(this,pCVar2);
    }
    if (0x1f < iVar4) {
      return;
    }
    uVar1 = *(uint *)param_1 & *(uint *)(GetStartBitMask(int)::g_StartMask + iVar4 * 4);
    if (uVar1 == 0) {
      return;
    }
  }
  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)