L L4D2node

CGameClient::UpdateUserSettings

0x001ea920 · 86 bytes · __thiscall

_ZN11CGameClient18UpdateUserSettingsEv

Decompiled

undefined (1 param)

/* CGameClient::UpdateUserSettings() */

void __thiscall CGameClient::UpdateUserSettings(CGameClient *this)

{
  int iVar1;
  
  iVar1 = KeyValues::GetInt(*(KeyValues **)(this + 0xb0),"voice_loopback",0);
  this[0x1d73c] = (CGameClient)(iVar1 != 0);
  CBaseClient::UpdateUserSettings((CBaseClient *)this);
  (**(code **)(*(int *)g_pServerPluginHandler + 0x2c))
            (g_pServerPluginHandler,*(undefined4 *)(this + 0x1d750));
  return;
}

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)