CRecipientFilter::UsePredictionRules
0x00805bc0 · 231 bytes · __thiscall
_ZN16CRecipientFilter18UsePredictionRulesEv
Decompiled
undefined (1 param)
/* CRecipientFilter::UsePredictionRules() */
void __thiscall CRecipientFilter::UsePredictionRules(CRecipientFilter *this)
{
uint uVar1;
undefined4 this_00;
char cVar2;
int iVar3;
int *piVar4;
CBasePlayer *pCVar5;
undefined *puVar6;
if (this[0x1c] == (CRecipientFilter)0x0) {
this[0x1c] = (CRecipientFilter)0x1;
iVar3 = (**(code **)(*(int *)this + 0x10))(this);
this_00 = g_RecipientFilterPredictionSystem._12_4_;
if (((iVar3 != 0) && ((int)g_RecipientFilterPredictionSystem._16_4_ < 1)) &&
(g_RecipientFilterPredictionSystem._12_4_ != 0)) {
cVar2 = (**(code **)(*(int *)g_RecipientFilterPredictionSystem._12_4_ + 0x16c))
(g_RecipientFilterPredictionSystem._12_4_);
if (cVar2 != '\0') {
RemoveRecipient(this,(CBasePlayer *)this_00);
cVar2 = CBasePlayer::IsSplitScreenPlayer((CBasePlayer *)this_00);
if (cVar2 == '\0') {
piVar4 = (int *)CBasePlayer::GetSplitScreenPlayers((CBasePlayer *)this_00);
if (0 < piVar4[3]) {
iVar3 = 0;
do {
pCVar5 = (CBasePlayer *)0x0;
uVar1 = *(uint *)(*piVar4 + iVar3 * 4);
if (((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10,
puVar6 != (undefined *)0xfffffffc)) && (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
pCVar5 = *(CBasePlayer **)(puVar6 + 4);
}
iVar3 = iVar3 + 1;
RemoveRecipient(this,pCVar5);
} while (iVar3 < piVar4[3]);
}
}
else {
pCVar5 = (CBasePlayer *)CBasePlayer::GetSplitScreenPlayerOwner((CBasePlayer *)this_00);
RemoveRecipient(this,pCVar5);
}
}
}
}
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.