L L4D2node

HintMessageToAllPlayers

0x0042e5b0 · 114 bytes · __cdecl

_Z23HintMessageToAllPlayersPKc

Decompiled

undefined (1 param)

/* HintMessageToAllPlayers(char const*) */

void HintMessageToAllPlayers(char *param_1)

{
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined1 local_28;
  undefined1 local_27;
  undefined1 local_26;
  undefined1 local_24;
  undefined1 local_23;
  undefined1 local_22;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_20 = 0x3f800000;
  local_14 = 0;
  local_28 = 100;
  local_34 = 0xbf800000;
  local_30 = 0xbf800000;
  local_1c = 0x40a00000;
  local_18 = 0x40a00000;
  local_27 = 0xff;
  local_26 = 100;
  local_24 = 0xff;
  local_23 = 0xff;
  local_22 = 0xff;
  local_2c = 0;
  local_10 = 0;
  UTIL_HudMessageAll((hudtextparms_s *)&local_34,param_1);
  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.



        

        

          

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

Return-type handling cheatsheet (DHookReturn)