L L4D2node

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 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)