CTerrorGameRules::GetChatFormat
0x00502310 · 95 bytes · __thiscall
_ZN16CTerrorGameRules13GetChatFormatEbP11CBasePlayer
Decompiled
undefined (3 params)
/* CTerrorGameRules::GetChatFormat(bool, CBasePlayer*) */
char * __thiscall
CTerrorGameRules::GetChatFormat(CTerrorGameRules *this,bool param_1,CBasePlayer *param_2)
{
int iVar1;
char *pcVar2;
if (param_2 == (CBasePlayer *)0x0) {
return (char *)0x0;
}
if (param_1) {
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2);
pcVar2 = "L4D_Chat_Survivor";
if (((iVar1 != 2) && (pcVar2 = "L4D_Chat_Infected", iVar1 != 3)) &&
(pcVar2 = (char *)0x0, iVar1 == 1)) {
pcVar2 = "L4D_Chat_Spec";
}
return pcVar2;
}
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2);
pcVar2 = "L4D_Chat_All";
if (1 < iVar1 - 2U) {
pcVar2 = "L4D_Chat_AllSpec";
}
return pcVar2;
}
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.