L L4D2node

TextMessageInit

0x0021ba90 · 157 bytes · unknown

Decompiled

undefined (0 params)

void TextMessageInit(void)

{
  uchar *__ptr;
  int local_10 [2];
  
  if (gMessageTable != (void *)0x0) {
    free(gMessageTable);
    gMessageTable = (void *)0x0;
  }
  __ptr = (uchar *)COM_LoadFile("scripts/titles.txt",5,local_10,0);
  if (__ptr != (uchar *)0x0) {
    TextMessageParse(__ptr,local_10[0]);
    free(__ptr);
  }
  gNetworkTextMessage._44_4_ = gNetworkTextMessageBuffer;
  gNetworkTextMessage._108_4_ = 0x3ee7e0;
  gNetworkTextMessage._172_4_ = 0x3ee9e0;
  gNetworkTextMessage._236_4_ = 0x3eebe0;
  gNetworkTextMessage._300_4_ = 0x3eede0;
  gNetworkTextMessage._364_4_ = 0x3eefe0;
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)