L L4D2node

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 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)