L L4D2node

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 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)