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 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.