CSingleUserRecipientFilter::CSingleUserRecipientFilter
0x00b41dc0 · 47 bytes · __thiscall
_ZN26CSingleUserRecipientFilterC2EP11CBasePlayer
Decompiled
undefined (2 params)
/* CSingleUserRecipientFilter::CSingleUserRecipientFilter(CBasePlayer*) */
void __thiscall
CSingleUserRecipientFilter::CSingleUserRecipientFilter
(CSingleUserRecipientFilter *this,CBasePlayer *param_1)
{
CRecipientFilter::CRecipientFilter((CRecipientFilter *)this);
*(undefined ***)this = &PTR__CSingleUserRecipientFilter_00c08ea8;
/* try { // try from 00b41de3 to 00b41de7 has its CatchHandler @ 00b41def */
CRecipientFilter::AddRecipient((CRecipientFilter *)this,param_1);
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.