L L4D2node

CBaseClient::IsProximityHearingClient

0x000fc9f0 · 7 bytes · __thiscall

_ZThn4_NK11CBaseClient24IsProximityHearingClientEi

Decompiled

undefined (2 params)

/* non-virtual thunk to CBaseClient::IsProximityHearingClient(int) const */

void __thiscall CBaseClient::IsProximityHearingClient(CBaseClient *this,int param_1)

{
  IsProximityHearingClient((int)(this + -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)