L L4D2node

UTIL_SayTextFilter

0x00b2c170 · 117 bytes · __cdecl

_Z18UTIL_SayTextFilterR16IRecipientFilterPKcP11CBasePlayerb

Decompiled

undefined (4 params)

/* UTIL_SayTextFilter(IRecipientFilter&, char const*, CBasePlayer*, bool) */

void UTIL_SayTextFilter(IRecipientFilter *param_1,char *param_2,CBasePlayer *param_3,bool param_4)

{
  int iVar1;
  
  UserMessageBegin(param_1,"SayText");
  if (param_3 == (CBasePlayer *)0x0) {
    MessageWriteByte(0);
  }
  else {
    if (*(int *)(param_3 + 0x30) == 0) {
      iVar1 = 0;
    }
    else {
      iVar1 = *(int *)(param_3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    MessageWriteByte(iVar1);
  }
  MessageWriteString(param_2);
  MessageWriteByte((uint)param_4);
  MessageEnd();
  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)