L L4D2node

UTIL_SayText

0x00b2c330 · 120 bytes · __cdecl

_Z12UTIL_SayTextPKcP11CBasePlayer

Decompiled

undefined (2 params)

/* UTIL_SayText(char const*, CBasePlayer*) */

void UTIL_SayText(char *param_1,CBasePlayer *param_2)

{
  char cVar1;
  undefined **local_2c [8];
  
  cVar1 = (**(code **)(*(int *)param_2 + 0x170))(param_2);
  if (cVar1 == '\0') {
    return;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b2c371 to 00b2c375 has its CatchHandler @ 00b2c3af */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,param_2);
                    /* try { // try from 00b2c379 to 00b2c398 has its CatchHandler @ 00b2c3c1 */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
  UTIL_SayTextFilter((IRecipientFilter *)local_2c,param_1,param_2,false);
  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)