L L4D2node

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 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)