Script_ClientPrint
0x00b44000 · 212 bytes · __cdecl
_ZL18Script_ClientPrintP9HSCRIPT__iPKc
Decompiled
undefined (3 params)
/* Script_ClientPrint(HSCRIPT__*, int, char const*) */
void Script_ClientPrint(HSCRIPT__ *param_1,int param_2,char *param_3)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
CBasePlayer *pCVar4;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (iVar3 != 0) {
pCVar4 = (CBasePlayer *)__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0);
if (pCVar4 == (CBasePlayer *)0x0) {
return;
}
ClientPrint(pCVar4,param_2,param_3,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
return;
}
}
UTIL_ClientPrintAll(param_2,param_3,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.