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 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.