L L4D2node

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 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)