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 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.