L L4D2node

SendProxy_OnlyToTeam

0x0081fff0 · 132 bytes · __cdecl

_Z20SendProxy_OnlyToTeamPK8SendPropPKvS3_P20CSendProxyRecipientsi

Decompiled

undefined (5 params)

/* SendProxy_OnlyToTeam(SendProp const*, void const*, void const*, CSendProxyRecipients*, int) */

void * SendProxy_OnlyToTeam
                 (SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,
                 int param_5)

{
  int *piVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  
  if ((param_2 == (void *)0x0) ||
     (piVar1 = (int *)CBaseEntity::GetTeam(param_2), piVar1 == (int *)0x0)) {
    param_3 = (void *)0x0;
  }
  else {
    if (param_4 != (CSendProxyRecipients *)0x0) {
      *(undefined4 *)param_4 = 0;
    }
    for (iVar4 = 0; iVar2 = (**(code **)(*piVar1 + 0x354))(piVar1), iVar4 < iVar2; iVar4 = iVar4 + 1
        ) {
      iVar2 = (**(code **)(*piVar1 + 0x358))(piVar1,iVar4);
      if (*(int *)(iVar2 + 0x30) == 0) {
        uVar3 = 0x80000000;
      }
      else {
        uVar3 = 1 << ((char)(*(int *)(iVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) - 1U & 0x1f);
      }
      *(uint *)param_4 = *(uint *)param_4 | uVar3;
    }
  }
  return param_3;
}

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)