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 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.