CHintSystem::HintMessage
0x00467520 · 156 bytes · __thiscall
_ZN11CHintSystem11HintMessageEibb
Decompiled
undefined (4 params)
/* CHintSystem::HintMessage(int, bool, bool) */
undefined4 __thiscall
CHintSystem::HintMessage(CHintSystem *this,int param_1,bool param_2,bool param_3)
{
uint *puVar1;
undefined4 uVar2;
if ((!param_3) || (uVar2 = 0, 11.0 <= *(float *)(gpGlobals + 0xc) - *(float *)(this + 4))) {
if ((!param_2) &&
((*(uint *)(*(int *)(this + 0x14) + (param_1 >> 5) * 4) & 1 << ((byte)param_1 & 0x1f)) != 0))
{
return 0;
}
*(undefined4 *)(this + 4) = *(undefined4 *)(gpGlobals + 0xc);
HintMessage(this,*(char **)(*(int *)(this + 0x18) + param_1 * 4));
puVar1 = (uint *)(*(int *)(this + 0x14) + (param_1 >> 5) * 4);
*puVar1 = *puVar1 | 1 << ((byte)param_1 & 0x1f);
uVar2 = 1;
}
return uVar2;
}
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.