L L4D2node

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 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)