L L4D2node

CHintSystem::HintMessage

0x004674c0 · 83 bytes · __thiscall

_ZN11CHintSystem11HintMessageEPKc

Decompiled

undefined (2 params)

/* CHintSystem::HintMessage(char const*) */

void __thiscall CHintSystem::HintMessage(CHintSystem *this,char *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(**(int **)this + 0x170))(*(int **)this);
  if (((cVar1 != '\0') && (*(CHintMessageQueue **)(this + 0x1c) != (CHintMessageQueue *)0x0)) &&
     (this[8] != (CHintSystem)0x0)) {
    CHintMessageQueue::AddMessage
              (*(CHintMessageQueue **)(this + 0x1c),param_1,6.0,(CUtlVector *)0x0);
    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)