L L4D2node

ClientPrint

0x00b2c0c0 · 125 bytes · __cdecl

_Z11ClientPrintP11CBasePlayeriPKcS2_S2_S2_S2_

Decompiled

undefined (7 params)

/* ClientPrint(CBasePlayer*, int, char const*, char const*, char const*, char const*, char const*)
    */

void ClientPrint(CBasePlayer *param_1,int param_2,char *param_3,char *param_4,char *param_5,
                char *param_6,char *param_7)

{
  undefined **local_2c [8];
  
  if (param_1 != (CBasePlayer *)0x0) {
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b2c0e8 to 00b2c0ec has its CatchHandler @ 00b2c13d */
    CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,param_1);
                    /* try { // try from 00b2c0f0 to 00b2c126 has its CatchHandler @ 00b2c14f */
    CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
    UTIL_ClientPrintFilter
              ((IRecipientFilter *)local_2c,param_2,param_3,param_4,param_5,param_6,param_7);
    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)