CHintMessageQueue::Update
0x00466b60 · 136 bytes · __thiscall
_ZN17CHintMessageQueue6UpdateEv
Decompiled
undefined (1 param)
/* CHintMessageQueue::Update() */
void __thiscall CHintMessageQueue::Update(CHintMessageQueue *this)
{
CHintMessage *this_00;
int iVar1;
if ((*(CBasePlayer **)(this + 0x18) != (CBasePlayer *)0x0) && (*(int *)(this + 0x10) != 0)) {
this_00 = (CHintMessage *)**(undefined4 **)(this + 4);
*(float *)this = *(float *)(this_00 + 0x18) + *(float *)(gpGlobals + 0xc);
CHintMessage::Send(this_00,*(CBasePlayer **)(this + 0x18));
CHintMessage::~CHintMessage(this_00);
operator_delete(this_00);
iVar1 = *(int *)(this + 0x10) + -1;
if (0 < iVar1) {
_V_memmove(*(void **)(this + 4),(void *)((int)*(void **)(this + 4) + 4),iVar1 * 4);
iVar1 = *(int *)(this + 0x10) + -1;
}
*(int *)(this + 0x10) = iVar1;
return;
}
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.