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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ 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.