L L4D2node

CGameClient::IsHearingClient

0x001e8b30 · 137 bytes · __thiscall

_ZNK11CGameClient15IsHearingClientEi

Decompiled

undefined (2 params)

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

CGameClient __thiscall CGameClient::IsHearingClient(CGameClient *this,int param_1)

{
  CBaseClient *pCVar1;
  CGameClient CVar2;
  byte bVar3;
  char cVar4;
  int iVar5;
  
  CVar2 = (CGameClient)(**(code **)(*(int *)this + 0x7c))(this);
  if (CVar2 == (CGameClient)0x0) {
    iVar5 = (**(code **)(*(int *)this + 0x10))(this);
    if (iVar5 == param_1) {
      CVar2 = this[0x1d73c];
    }
    else {
      pCVar1 = *(CBaseClient **)(DAT_003b8074 + param_1 * 4);
      if ((*(int *)(ss_voice_hearpartner._28_4_ + 0x30) != 0) ||
         (cVar4 = CBaseClient::IsSplitScreenPartner((CBaseClient *)this,pCVar1), cVar4 == '\0')) {
        bVar3 = (**(code **)(*(int *)this + 0x10))(this);
        return (CGameClient)((*(uint *)(pCVar1 + 0x1d740) & 1 << (bVar3 & 0x1f)) != 0);
      }
    }
  }
  return CVar2;
}

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)