L L4D2node

UTIL_HudHintText

0x00b2be80 · 119 bytes · __cdecl

_Z16UTIL_HudHintTextP11CBaseEntityPKc

Decompiled

undefined (2 params)

/* UTIL_HudHintText(CBaseEntity*, char const*) */

void UTIL_HudHintText(CBaseEntity *param_1,char *param_2)

{
  undefined **local_2c [8];
  
  if (param_1 != (CBaseEntity *)0x0) {
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b2bea8 to 00b2beac has its CatchHandler @ 00b2bef7 */
    CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,(CBasePlayer *)param_1);
                    /* try { // try from 00b2beb0 to 00b2bee0 has its CatchHandler @ 00b2bf09 */
    CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
    UserMessageBegin((IRecipientFilter *)local_2c,"KeyHintText");
    MessageWriteByte(1);
    MessageWriteString(param_2);
    MessageEnd();
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
    CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  }
  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)