L L4D2node

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 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)