CTeamRecipientFilter::CTeamRecipientFilter
0x00805fb0 · 251 bytes · __thiscall
_ZN20CTeamRecipientFilterC2Eib
Decompiled
undefined (3 params)
/* CTeamRecipientFilter::CTeamRecipientFilter(int, bool) */
void __thiscall
CTeamRecipientFilter::CTeamRecipientFilter(CTeamRecipientFilter *this,int param_1,bool param_2)
{
CBaseEntity *this_00;
int iVar1;
CBaseEntity *this_01;
int iVar2;
CRecipientFilter::CRecipientFilter((CRecipientFilter *)this);
*(undefined ***)this = &PTR__CTeamRecipientFilter_00cc9188;
if (param_2) {
this[4] = (CTeamRecipientFilter)0x1;
}
*(undefined4 *)(this + 0x14) = 0;
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar2 = 1;
do {
while (this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar2), this_00 != (CBaseEntity *)0x0) {
iVar1 = CBaseEntity::GetTeamNumber(this_00);
if (iVar1 == param_1) {
LAB_00806034:
CRecipientFilter::AddRecipient((CRecipientFilter *)this,(CBasePlayer *)this_00);
}
else {
/* try { // try from 00806003 to 008060b8 has its CatchHandler @ 008060bb */
iVar1 = CBaseEntity::GetTeamNumber(this_00);
if ((iVar1 != 1) ||
((iVar1 = (**(code **)(*(int *)this_00 + 0x648))(this_00), iVar1 != 4 &&
(iVar1 = (**(code **)(*(int *)this_00 + 0x648))(this_00), iVar1 != 5)))) break;
iVar1 = (**(code **)(*(int *)this_00 + 0x654))(this_00);
if (iVar1 == 0) goto LAB_00806034;
this_01 = (CBaseEntity *)(**(code **)(*(int *)this_00 + 0x654))(this_00);
iVar1 = CBaseEntity::GetTeamNumber(this_01);
if (param_1 != iVar1) break;
CRecipientFilter::AddRecipient((CRecipientFilter *)this,(CBasePlayer *)this_00);
}
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) {
return;
}
}
iVar2 = iVar2 + 1;
} while (iVar2 <= *(int *)(gpGlobals + 0x14));
}
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.