L L4D2node

CGameClient::IsProximityHearingClient

0x001e88b0 · 54 bytes · __thiscall

_ZNK11CGameClient24IsProximityHearingClientEi

Decompiled

undefined (2 params)

/* CGameClient::IsProximityHearingClient(int) const */

bool __thiscall CGameClient::IsProximityHearingClient(CGameClient *this,int param_1)

{
  int iVar1;
  byte bVar2;
  
  iVar1 = *(int *)(DAT_003b8074 + param_1 * 4);
  bVar2 = (**(code **)(*(int *)this + 0x10))(this);
  return (*(uint *)((int)&__DT_REL[0x14c3].r_info + iVar1) & 1 << (bVar2 & 0x1f)) != 0;
}

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)