L L4D2node

CheckChatText

0x006420b0 · 97 bytes · __cdecl

_Z13CheckChatTextP11CBasePlayerPc

Decompiled

undefined (2 params)

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

char * CheckChatText(CBasePlayer *param_1,char *param_2)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = (char *)0x0;
  if ((param_2 != (char *)0x0) && (*param_2 != '\0')) {
    iVar2 = _V_strlen(param_2);
    pcVar1 = param_2;
    if (*param_2 == '\"') {
      param_2[iVar2 + -1] = '\0';
      pcVar1 = param_2 + 1;
      iVar2 = iVar2 + -2;
    }
    if (0x7f < iVar2) {
      param_2[0x7f] = '\0';
    }
    (**(code **)(*g_pGameRules + 0x1ac))(g_pGameRules,param_1,pcVar1);
  }
  return pcVar1;
}

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)