L L4D2node

CEngineVoiceStub::GetVoiceData

0x000ef870 · 31 bytes · __thiscall

_ZN16CEngineVoiceStub12GetVoiceDataEiPPKhPj

Decompiled

undefined (4 params)

/* CEngineVoiceStub::GetVoiceData(int, unsigned char const**, unsigned int*) */

void __thiscall
CEngineVoiceStub::GetVoiceData(CEngineVoiceStub *this,int param_1,uchar **param_2,uint *param_3)

{
  if (param_2 != (uchar **)0x0) {
    *param_2 = (uchar *)0x0;
  }
  if (param_3 != (uint *)0x0) {
    *param_3 = 0;
  }
  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)