L L4D2node

CGameClient::ProcessVoiceData

0x001e89b0 · 143 bytes · __thiscall

_ZN11CGameClient16ProcessVoiceDataEP13CLC_VoiceData

Decompiled

undefined (2 params)

/* CGameClient::ProcessVoiceData(CLC_VoiceData*) */

undefined4 __thiscall CGameClient::ProcessVoiceData(CGameClient *this,CLC_VoiceData *param_1)

{
  int iVar1;
  int in_GS_OFFSET;
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = CBitRead::ReadBitsClamped_ptr
                    ((CBitRead *)(param_1 + 0x50),local_1020,0x1000,*(uint *)(param_1 + 0x4c));
  SV_BroadcastVoiceData
            ((IClient *)(this + 4),iVar1 + 7 >> 3,local_1020,*(longlong *)(param_1 + 0x8c));
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return 1;
  }
                    /* WARNING: Subroutine does not return */
  __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)