CHLTVClientState::ProcessVoiceData
0x00169bd0 · 149 bytes · __thiscall
_ZN16CHLTVClientState16ProcessVoiceDataEP13SVC_VoiceData
Decompiled
undefined (2 params)
/* CHLTVClientState::ProcessVoiceData(SVC_VoiceData*) */
void __thiscall CHLTVClientState::ProcessVoiceData(CHLTVClientState *this,SVC_VoiceData *param_1)
{
int iVar1;
uint uVar2;
int in_GS_OFFSET;
int aiStack_40 [2];
int iStack_38;
int aiStack_34 [5];
int local_20 [4];
local_20[0] = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = *(int *)(param_1 + 0x54) + 7 >> 3;
uVar2 = iVar1 + 3;
if ((int)uVar2 < 0) {
uVar2 = iVar1 + 6;
}
iVar1 = -(((uVar2 & 0xfffffffc) + 0xf & 0xfffffff0) + 0x10);
*(int *)((int)aiStack_34 + iVar1) = *(int *)(param_1 + 0x54);
*(SVC_VoiceData **)((int)aiStack_40 + iVar1 + 4) = param_1 + 100;
*(int *)((int)&iStack_38 + iVar1) = (int)local_20 + iVar1;
*(undefined4 *)((int)aiStack_40 + iVar1) = 0x169c24;
CBitRead::ReadBits(*(CBitRead **)((int)aiStack_40 + iVar1 + 4),*(void **)((int)&iStack_38 + iVar1)
,*(int *)((int)aiStack_34 + iVar1));
*(int *)(param_1 + 0x88) = (int)local_20 + iVar1;
*(undefined4 *)((int)aiStack_34 + iVar1 + 4) = 0;
*(undefined4 *)((int)aiStack_34 + iVar1) = 0;
*(SVC_VoiceData **)((int)&iStack_38 + iVar1) = param_1;
*(undefined4 *)((int)aiStack_40 + iVar1 + 4) = *(undefined4 *)(this + 0x49ec);
*(undefined4 *)((int)aiStack_40 + iVar1) = 0x169c4c;
CHLTVServer::SendNetMsg
(*(INetMessage **)((int)aiStack_40 + iVar1 + 4),*(bool *)((int)&iStack_38 + iVar1),
*(bool *)((int)aiStack_34 + iVar1));
if (local_20[0] == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
*(undefined **)((int)aiStack_40 + iVar1) = &UNK_00169c65;
__stack_chk_fail();
}
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.