L L4D2node

CTeamplayRoundBasedRules::CheckChatText

0x004c9b40 · 9 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules13CheckChatTextEP11CBasePlayerPc

Decompiled

undefined (3 params)

/* CTeamplayRoundBasedRules::CheckChatText(CBasePlayer*, char*) */

void __thiscall
CTeamplayRoundBasedRules::CheckChatText
          (CTeamplayRoundBasedRules *this,CBasePlayer *param_1,char *param_2)

{
  CheckChatForReadySignal(this,param_1,param_2);
  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)