L L4D2node

UTIL_CSRadioMessage

0x006592a0 · 225 bytes · __cdecl

_Z19UTIL_CSRadioMessageR16IRecipientFilteriiPKcS2_S2_S2_S2_

Decompiled

undefined (8 params)

/* UTIL_CSRadioMessage(IRecipientFilter&, int, int, char const*, char const*, char const*, char
   const*, char const*) */

void UTIL_CSRadioMessage(IRecipientFilter *param_1,int param_2,int param_3,char *param_4,
                        char *param_5,char *param_6,char *param_7,char *param_8)

{
  UserMessageBegin(param_1,"RadioText");
  MessageWriteByte(param_3);
  MessageWriteByte(param_2);
  MessageWriteString(param_4);
  if (param_5 == (char *)0x0) {
    MessageWriteString("");
  }
  else {
    MessageWriteString(param_5);
  }
  if (param_6 == (char *)0x0) {
    MessageWriteString("");
  }
  else {
    MessageWriteString(param_6);
  }
  if (param_7 == (char *)0x0) {
    MessageWriteString("");
  }
  else {
    MessageWriteString(param_7);
  }
  if (param_8 == (char *)0x0) {
    MessageWriteString("");
    MessageEnd();
    return;
  }
  MessageWriteString(param_8);
  MessageEnd();
  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)