L L4D2node

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 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)