CEnvInstructorHint::EnvInstructorHintVisibilityMonitorCallback
0x006921e0 · 58 bytes · __cdecl
_ZN18CEnvInstructorHint42EnvInstructorHintVisibilityMonitorCallbackEP11CBaseEntityP11CBasePlayer
Decompiled
undefined (2 params)
/* CEnvInstructorHint::EnvInstructorHintVisibilityMonitorCallback(CBaseEntity*, CBasePlayer*) */
undefined4
CEnvInstructorHint::EnvInstructorHintVisibilityMonitorCallback
(CBaseEntity *param_1,CBasePlayer *param_2)
{
CBasePlayer *local_2c;
CBaseEntity *local_28;
undefined4 local_24;
undefined4 local_18;
undefined4 local_14;
local_24 = 0;
local_18 = 0xffffffff;
local_14 = 0;
local_2c = param_2;
local_28 = param_1;
InputShowHint((CEnvInstructorHint *)param_1,(inputdata_t *)&local_2c);
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.