L L4D2node

CHintSystem::Update

0x00467480 · 51 bytes · __thiscall

_ZN11CHintSystem6UpdateEv

Decompiled

undefined (1 param)

/* CHintSystem::Update() */

void __thiscall CHintSystem::Update(CHintSystem *this)

{
  if (*(CHintMessageQueue **)(this + 0x1c) != (CHintMessageQueue *)0x0) {
    CHintMessageQueue::Update(*(CHintMessageQueue **)(this + 0x1c));
  }
  if (*(CHintMessageTimers **)(this + 0x20) != (CHintMessageTimers *)0x0) {
    CHintMessageTimers::Update(*(CHintMessageTimers **)(this + 0x20));
    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)