L L4D2node

CSceneEntity::SetRecipientFilter

0x008132f0 · 73 bytes · __thiscall

_ZN12CSceneEntity18SetRecipientFilterEP16IRecipientFilter

Decompiled

undefined (2 params)

/* CSceneEntity::SetRecipientFilter(IRecipientFilter*) */

void __thiscall CSceneEntity::SetRecipientFilter(CSceneEntity *this,IRecipientFilter *param_1)

{
  CRecipientFilter *this_00;
  
  if (param_1 != (IRecipientFilter *)0x0) {
    this_00 = ::operator_new(0x20);
                    /* try { // try from 00813314 to 00813318 has its CatchHandler @ 00813340 */
    CRecipientFilter::CRecipientFilter(this_00);
    *(CRecipientFilter **)(this + 0x710) = this_00;
    CRecipientFilter::CopyFrom(this_00,(CRecipientFilter *)param_1);
    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)