CHintSystem::RegisterHintTimer
0x00467850 · 64 bytes · __thiscall
_ZN11CHintSystem17RegisterHintTimerEifbPFbP11CBasePlayerE
Decompiled
undefined (5 params)
/* CHintSystem::RegisterHintTimer(int, float, bool, bool (*)(CBasePlayer*)) */
void __thiscall
CHintSystem::RegisterHintTimer
(CHintSystem *this,int param_1,float param_2,bool param_3,
_func_bool_CBasePlayer_ptr *param_4)
{
int local_1c;
float local_18;
undefined1 local_14;
_func_bool_CBasePlayer_ptr *local_10;
local_1c = param_1;
local_18 = param_2;
local_14 = param_3;
local_10 = param_4;
CUtlVector<CHintSystem::onresethints_t,CUtlMemory<CHintSystem::onresethints_t,int>>::InsertBefore
((CUtlVector<CHintSystem::onresethints_t,CUtlMemory<CHintSystem::onresethints_t,int>> *)
(this + 0x24),*(int *)(this + 0x30),(onresethints_t *)&local_1c);
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.