CHintMessageQueue::AddMessage
0x00466c80 · 177 bytes · __thiscall
_ZN17CHintMessageQueue10AddMessageEPKcfP10CUtlVectorIS1_10CUtlMemoryIS1_iEE
Decompiled
undefined (4 params)
/* CHintMessageQueue::AddMessage(char const*, float, CUtlVector<char const*, CUtlMemory<char const*,
int> >*) */
undefined4 __thiscall
CHintMessageQueue::AddMessage
(CHintMessageQueue *this,char *param_1,float param_2,CUtlVector *param_3)
{
undefined4 uVar1;
CHintMessage *this_00;
int iVar2;
CHintMessage *local_20 [4];
if (*(int *)(this + 0x18) == 0) {
return 0;
}
iVar2 = 0;
if (0 < *(int *)(this + 0x10)) {
do {
uVar1 = CHintMessage::IsEquivalent
(*(CHintMessage **)(*(int *)(this + 4) + iVar2 * 4),param_1,param_3);
if ((char)uVar1 != '\0') {
return uVar1;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + 0x10));
}
this_00 = ::operator_new(0x1c);
/* try { // try from 00466cff to 00466d03 has its CatchHandler @ 00466d3a */
CHintMessage::CHintMessage(this_00,param_1,param_3,param_2);
local_20[0] = this_00;
CUtlVector<CHintMessage*,CUtlMemory<CHintMessage*,int>>::InsertBefore
((CUtlVector<CHintMessage*,CUtlMemory<CHintMessage*,int>> *)(this + 4),
*(int *)(this + 0x10),local_20);
return 1;
}
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.