L L4D2node

CHintMessage::CHintMessage

0x004669d0 · 185 bytes · __thiscall

_ZN12CHintMessageC2EPKcP10CUtlVectorIS1_10CUtlMemoryIS1_iEEf

Decompiled

undefined (4 params)

/* CHintMessage::CHintMessage(char const*, CUtlVector<char const*, CUtlMemory<char const*, int> >*,
   float) */

void __thiscall
CHintMessage::CHintMessage(CHintMessage *this,char *param_1,CUtlVector *param_2,float param_3)

{
  char *__s;
  size_t sVar1;
  char *__dest;
  int iVar2;
  char *local_20 [4];
  
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(float *)(this + 0x18) = param_3;
  *(char **)this = param_1;
  if ((param_2 != (CUtlVector *)0x0) && (0 < *(int *)(param_2 + 0xc))) {
    iVar2 = 0;
    do {
      __s = *(char **)(*(int *)param_2 + iVar2 * 4);
      sVar1 = strlen(__s);
                    /* try { // try from 00466a43 to 00466a78 has its CatchHandler @ 00466a89 */
      __dest = operator_new__(sVar1 + 1);
      strcpy(__dest,__s);
      local_20[0] = __dest;
      CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
                ((CUtlVector<char*,CUtlMemory<char*,int>> *)(this + 4),*(int *)(this + 0x10),
                 local_20);
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(param_2 + 0xc));
  }
  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)