L L4D2node

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 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)