L L4D2node

UTIL_SayText2Filter

0x00b2c1f0 · 281 bytes · __cdecl

_Z19UTIL_SayText2FilterR16IRecipientFilterP11CBasePlayerbPKcS4_S4_S4_S4_

Decompiled

undefined (8 params)

/* UTIL_SayText2Filter(IRecipientFilter&, CBasePlayer*, bool, char const*, char const*, char const*,
   char const*, char const*) */

void UTIL_SayText2Filter(IRecipientFilter *param_1,CBasePlayer *param_2,bool param_3,char *param_4,
                        char *param_5,char *param_6,char *param_7,char *param_8)

{
  int iVar1;
  
  UserMessageBegin(param_1,"SayText2");
  if (param_2 == (CBasePlayer *)0x0) {
    MessageWriteByte(0);
  }
  else {
    if (*(int *)(param_2 + 0x30) == 0) {
      iVar1 = 0;
    }
    else {
      iVar1 = *(int *)(param_2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    MessageWriteByte(iVar1);
  }
  MessageWriteByte((uint)param_3);
  MessageWriteString(param_4);
  if (param_5 == (char *)0x0) {
    MessageWriteString("");
  }
  else {
    MessageWriteString(param_5);
  }
  if (param_6 == (char *)0x0) {
    MessageWriteString("");
  }
  else {
    MessageWriteString(param_6);
  }
  if (param_7 == (char *)0x0) {
    MessageWriteString("");
  }
  else {
    MessageWriteString(param_7);
  }
  if (param_8 == (char *)0x0) {
    MessageWriteString("");
    MessageEnd();
    return;
  }
  MessageWriteString(param_8);
  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)