CEnvInstructorHint::InputEndHint
0x00691c20 · 169 bytes · __cdecl
_ZN18CEnvInstructorHint12InputEndHintER11inputdata_t
Decompiled
undefined (1 param)
/* CEnvInstructorHint::InputEndHint(inputdata_t&) */
void CEnvInstructorHint::InputEndHint(inputdata_t *param_1)
{
int *piVar1;
undefined1 *puVar2;
int iVar3;
piVar1 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"instructor_server_hint_stop",0,
&InputEndHint(inputdata_t&)::s_InstructorServerHintEventStop);
if (piVar1 != (int *)0x0) {
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x440) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(param_1 + 0x440);
}
(**(code **)(*piVar1 + 0x3c))(piVar1,"hint_name",puVar2);
if (*(int *)(param_1 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar1 + 0x30))(piVar1,"hint_entindex",iVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar1,0);
}
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.