L L4D2node

CHintSystem::ResetHints

0x00467620 · 109 bytes · __thiscall

_ZN11CHintSystem10ResetHintsEv

Decompiled

undefined (1 param)

/* CHintSystem::ResetHints() */

void __thiscall CHintSystem::ResetHints(CHintSystem *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  if (*(CHintMessageTimers **)(this + 0x20) != (CHintMessageTimers *)0x0) {
    iVar2 = 0;
    CHintMessageTimers::Reset(*(CHintMessageTimers **)(this + 0x20));
    if (0 < *(int *)(this + 0x30)) {
      do {
        iVar3 = iVar2 + 1;
        piVar1 = (int *)(iVar2 * 0x10 + *(int *)(this + 0x24));
        ReAddHintTimerIfNotDisplayed(this,*piVar1,(float)piVar1[1]);
        iVar2 = iVar3;
      } while (iVar3 < *(int *)(this + 0x30));
    }
    if (*(CHintMessageQueue **)(this + 0x1c) != (CHintMessageQueue *)0x0) {
      CHintMessageQueue::Reset(*(CHintMessageQueue **)(this + 0x1c));
      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)