L L4D2node

UTIL_ResetMessageText

0x00b2c6a0 · 92 bytes · __cdecl

_Z21UTIL_ResetMessageTextP11CBasePlayer

Decompiled

undefined (1 param)

/* UTIL_ResetMessageText(CBasePlayer*) */

void UTIL_ResetMessageText(CBasePlayer *param_1)

{
  undefined **local_2c [8];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b2c6c4 to 00b2c6c8 has its CatchHandler @ 00b2c6fc */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,param_1);
                    /* try { // try from 00b2c6cc to 00b2c6e5 has its CatchHandler @ 00b2c70e */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
  UserMessageBegin((IRecipientFilter *)local_2c,"MessageText");
  MessageEnd();
  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)