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 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.