CCSGameRules::GetChatLocation
0x00432e10 · 84 bytes · __thiscall
_ZN12CCSGameRules15GetChatLocationEbP11CBasePlayer
Decompiled
undefined (3 params)
/* CCSGameRules::GetChatLocation(bool, CBasePlayer*) */
CBasePlayer * __thiscall
CCSGameRules::GetChatLocation(CCSGameRules *this,bool param_1,CBasePlayer *param_2)
{
char cVar1;
int iVar2;
if ((param_2 != (CBasePlayer *)0x0) && (param_1)) {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2);
if ((iVar2 != 3) && (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2), iVar2 != 2)) {
return (CBasePlayer *)0x0;
}
cVar1 = (**(code **)(*(int *)param_2 + 300))(param_2);
if (cVar1 != '\0') {
return param_2 + 0x2118;
}
}
return (CBasePlayer *)0x0;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.