L L4D2node

CHintMessageQueue::CHintMessageQueue

0x004666f0 · 49 bytes · __thiscall

_ZN17CHintMessageQueueC1EP11CBasePlayer

Decompiled

undefined (2 params)

/* CHintMessageQueue::CHintMessageQueue(CBasePlayer*) */

void __thiscall CHintMessageQueue::CHintMessageQueue(CHintMessageQueue *this,CBasePlayer *param_1)

{
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(CBasePlayer **)(this + 0x18) = 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)