L L4D2node

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 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)