L L4D2node

TextMessage_DemoMessage

0x0021bb30 · 277 bytes · unknown

Decompiled

undefined (0 params)

void TextMessage_DemoMessage(char *param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4)

{
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    tm_demomessage = orig_demo_message;
    DAT_003418c4 = DAT_003ef284;
    DAT_003418c8 = DAT_003ef288;
    DAT_003418cc = DAT_003ef28c;
    DAT_003418d0 = DAT_003ef290;
    DAT_003418d4 = DAT_003ef294;
    DAT_003418d8 = DAT_003ef298;
    DAT_003418dc = DAT_003ef29c;
    DAT_003418e0 = DAT_003ef2a0;
    DAT_003418e4 = DAT_003ef2a4;
    PTR_s___DEMOMESSAGE___003418e8 = DAT_003ef2a8;
    PTR_gDemoMessageBuffer_003418ec = DAT_003ef2ac;
    DAT_003418f0 = DAT_003ef2b0;
    DAT_003418f4 = DAT_003ef2b4;
    DAT_003418f8 = DAT_003ef2b8;
    DAT_003418fc = DAT_003ef2bc;
    V_strncpy(gDemoMessageBuffer,param_1,0x200);
    DAT_003418d4 = param_2;
    DAT_003418d8 = param_3;
    DAT_003418dc = param_4;
    return;
  }
  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)