CEnvHudHint::InputShowHudHint
0x00685120 · 193 bytes · __thiscall
_ZN11CEnvHudHint16InputShowHudHintER11inputdata_t
Decompiled
undefined (2 params)
/* CEnvHudHint::InputShowHudHint(inputdata_t&) */
void __thiscall CEnvHudHint::InputShowHudHint(CEnvHudHint *this,inputdata_t *param_1)
{
int *piVar1;
char cVar2;
CBasePlayer *pCVar3;
char *pcVar4;
undefined **local_2c [8];
piVar1 = *(int **)param_1;
if (piVar1 != (int *)0x0) {
cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
if (cVar2 != '\0') {
pCVar3 = *(CBasePlayer **)param_1;
goto LAB_0068514b;
}
}
pCVar3 = (CBasePlayer *)UTIL_GetLocalPlayer();
LAB_0068514b:
if (pCVar3 != (CBasePlayer *)0x0) {
cVar2 = (**(code **)(*(int *)pCVar3 + 0x170))(pCVar3);
if (cVar2 != '\0') {
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
/* try { // try from 0068517b to 0068517f has its CatchHandler @ 006851e7 */
CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,pCVar3);
/* try { // try from 00685183 to 006851c3 has its CatchHandler @ 006851f9 */
CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
UserMessageBegin((IRecipientFilter *)local_2c,"KeyHintText");
MessageWriteByte(1);
pcVar4 = "";
if (*(char **)(this + 0x440) != (char *)0x0) {
pcVar4 = *(char **)(this + 0x440);
}
MessageWriteString(pcVar4);
MessageEnd();
local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
}
}
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.