L L4D2node

UTIL_ResetMessageTextAll

0x00b2c610 · 92 bytes · unknown

_Z24UTIL_ResetMessageTextAllv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UTIL_ResetMessageTextAll() */

void UTIL_ResetMessageTextAll(void)

{
  undefined **local_2c [8];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00b2c62d to 00b2c631 has its CatchHandler @ 00b2c66c */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
                    /* try { // try from 00b2c63c to 00b2c640 has its CatchHandler @ 00b2c697 */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
                    /* try { // try from 00b2c64c to 00b2c655 has its CatchHandler @ 00b2c67e */
  UserMessageBegin((IRecipientFilter *)local_2c,"MessageText");
  MessageEnd();
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  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)