CGameText::Display
0x006f2b70 · 253 bytes · __thiscall
_ZN9CGameText7DisplayEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGameText::Display(CBaseEntity*) */
void __thiscall CGameText::Display(CGameText *this,CBaseEntity *param_1)
{
char cVar1;
char *pcVar2;
CBasePlayer *pCVar3;
if ((*(int *)(this + 0x440) != 0) &&
(cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x440),param_1), cVar1 == '\0')) {
return;
}
if ((*(uint *)(this + 0x148) & 1) == 0) {
if (*(int *)(gpGlobals + 0x14) == 1) {
pCVar3 = (CBasePlayer *)UTIL_GetLocalPlayer();
pcVar2 = "";
if (*(char **)(this + 0x448) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x448);
}
UTIL_HudMessage(pCVar3,(hudtextparms_s *)(this + 0x44c),pcVar2);
}
else if ((param_1 != (CBaseEntity *)0x0) &&
(cVar1 = (**(code **)(*(int *)param_1 + 0x170))(param_1), cVar1 != '\0')) {
pcVar2 = "";
if (*(char **)(this + 0x448) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x448);
}
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 == '\0') {
param_1 = (CBaseEntity *)0x0;
}
UTIL_HudMessage((CBasePlayer *)param_1,(hudtextparms_s *)(this + 0x44c),pcVar2);
}
return;
}
pcVar2 = "";
if (*(char **)(this + 0x448) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x448);
}
UTIL_HudMessageAll((hudtextparms_s *)(this + 0x44c),pcVar2);
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.