L L4D2node

Script_HUDPlace

0x00b43510 · 83 bytes · __cdecl

_ZL15Script_HUDPlaceiffff

Decompiled

undefined (5 params)

/* Script_HUDPlace(int, float, float, float, float) */

void Script_HUDPlace(int param_1,float param_2,float param_3,float param_4,float param_5)

{
  CScriptHud::HUDSetPosition
            ((CScriptHud *)(*(int *)(TheDirector + 0x648) + 0x15c),param_1,param_2,param_3,param_4,
             param_5);
  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)