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 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.