L L4D2node

CCSPlayer::HintMessage

0x00656f80 · 153 bytes · __thiscall

_ZN9CCSPlayer11HintMessageEPKcbbb

Decompiled

undefined (5 params)

/* CCSPlayer::HintMessage(char const*, bool, bool, bool) */

void __thiscall
CCSPlayer::HintMessage(CCSPlayer *this,char *param_1,bool param_2,bool param_3,bool param_4)

{
  char cVar1;
  CHintMessageQueue *this_00;
  
  if ((((param_2) || (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0')) &&
      (cVar1 = (**(code **)(*(int *)this + 0x170))(this), cVar1 != '\0')) &&
     ((this_00 = *(CHintMessageQueue **)(this + 0x238c), this_00 != (CHintMessageQueue *)0x0 &&
      ((param_3 || (this[0x2394] != (CCSPlayer)0x0)))))) {
    if (param_4) {
      CHintMessageQueue::Reset(this_00);
      this_00 = *(CHintMessageQueue **)(this + 0x238c);
    }
    CHintMessageQueue::AddMessage(this_00,param_1,6.0,(CUtlVector *)0x0);
    return;
  }
  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)