L L4D2node

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 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)