L L4D2node

CEnvCredits::ShowCreditLine

0x0086f7a0 · 150 bytes · __thiscall

_ZN11CEnvCredits14ShowCreditLineEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CEnvCredits::ShowCreditLine(CTerrorPlayer*) */

void __thiscall CEnvCredits::ShowCreditLine(CEnvCredits *this,CTerrorPlayer *param_1)

{
  int iVar1;
  char *pcVar2;
  char *pcVar3;
  undefined **local_3c [11];
  
  iVar1 = *(int *)(param_1 + 0x3f38);
  if (*(int *)(this + 0x44c) <= iVar1) {
    return;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 0086f7e1 to 0086f7e5 has its CatchHandler @ 0086f839 */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_3c,(CBasePlayer *)param_1);
                    /* try { // try from 0086f7f1 to 0086f818 has its CatchHandler @ 0086f84b */
  UserMessageBegin((IRecipientFilter *)local_3c,"CreditsLine");
  pcVar2 = *(char **)(*(int *)(this + 0x440) + iVar1 * 4);
  pcVar3 = "";
  if (pcVar2 != (char *)0x0) {
    pcVar3 = pcVar2;
  }
  MessageWriteString(pcVar3);
  MessageEnd();
  local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
  *(int *)(param_1 + 0x3f38) = iVar1 + 1;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)