L L4D2node

UTIL_ShowMessage

0x00b2ff40 · 103 bytes · __cdecl

_Z16UTIL_ShowMessagePKcP11CBasePlayer

Decompiled

undefined (2 params)

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

void UTIL_ShowMessage(char *param_1,CBasePlayer *param_2)

{
  CRecipientFilter local_2c [32];
  
  CRecipientFilter::CRecipientFilter(local_2c);
  if (param_2 == (CBasePlayer *)0x0) {
    CRecipientFilter::AddAllPlayers(local_2c);
  }
  else {
                    /* try { // try from 00b2ff61 to 00b2ffa7 has its CatchHandler @ 00b2ffaa */
    CRecipientFilter::AddRecipient(local_2c,param_2);
  }
  CRecipientFilter::MakeReliable(local_2c);
  UserMessageBegin((IRecipientFilter *)local_2c,"HudText");
  MessageWriteString(param_1);
  MessageEnd();
  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)