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 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.