L L4D2node

CEngineVoiceStub::PlayIncomingVoiceData

0x000ef8b0 · 5 bytes · __cdecl

_ZN16CEngineVoiceStub21PlayIncomingVoiceDataEyPKhjPKb

Decompiled

undefined (4 params)

/* CEngineVoiceStub::PlayIncomingVoiceData(unsigned long long, unsigned char const*, unsigned int,
   bool const*) */

void CEngineVoiceStub::PlayIncomingVoiceData
               (ulonglong param_1,uchar *param_2,uint param_3,bool *param_4)

{
  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)