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 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.