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 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.