L L4D2node

CHintMessage::Send

0x00466650 · 109 bytes · __thiscall

_ZN12CHintMessage4SendEP11CBasePlayer

Decompiled

undefined (2 params)

/* CHintMessage::Send(CBasePlayer*) */

void __thiscall CHintMessage::Send(CHintMessage *this,CBasePlayer *param_1)

{
  undefined **local_2c [8];
  
  if (param_1 != (CBasePlayer *)0x0) {
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00466678 to 0046667c has its CatchHandler @ 004666bd */
    CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,param_1);
                    /* try { // try from 00466680 to 004666a6 has its CatchHandler @ 004666cf */
    CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
    UserMessageBegin((IRecipientFilter *)local_2c,"HintText");
    MessageWriteString(*(char **)this);
    MessageEnd();
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
    CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  }
  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)