L L4D2node

TextMessage_DemoMessageFull

0x0021bc50 · 215 bytes · unknown

Decompiled

undefined (0 params)

void TextMessage_DemoMessageFull(char *param_1,undefined4 *param_2)

{
  if (((param_2 != (undefined4 *)0x0) && (param_1 != (char *)0x0)) && (*param_1 != '\0')) {
    tm_demomessage = *param_2;
    DAT_003418c4 = param_2[1];
    DAT_003418c8 = param_2[2];
    DAT_003418cc = param_2[3];
    DAT_003418d0 = param_2[4];
    DAT_003418d4 = param_2[5];
    DAT_003418d8 = param_2[6];
    DAT_003418dc = param_2[7];
    DAT_003418e0 = param_2[8];
    DAT_003418e4 = param_2[9];
    DAT_003418f0 = param_2[0xc];
    DAT_003418f4 = param_2[0xd];
    DAT_003418f8 = param_2[0xe];
    DAT_003418fc = param_2[0xf];
    PTR_gDemoMessageBuffer_003418ec = DAT_003ef2ac;
    PTR_s___DEMOMESSAGE___003418e8 = DAT_003ef2a8;
    V_strncpy(gDemoMessageBuffer,param_1,0x200);
    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)