L L4D2node

CRecipientFilter::RemoveRecipientByPlayerIndex

0x00805f10 · 29 bytes · __cdecl

_ZN16CRecipientFilter28RemoveRecipientByPlayerIndexEi

Decompiled

undefined (1 param)

/* CRecipientFilter::RemoveRecipientByPlayerIndex(int) */

void CRecipientFilter::RemoveRecipientByPlayerIndex(int param_1)

{
  CUtlVector<int,CUtlMemory<int,int>>::FindAndRemove
            ((CUtlVector<int,CUtlMemory<int,int>> *)(param_1 + 8),(int *)&stack0x00000008);
  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)