L L4D2node

CVoiceServer::GetClientListening

0x0022e290 · 82 bytes · __thiscall

_ZN12CVoiceServer18GetClientListeningEii

Decompiled

undefined (3 params)

/* CVoiceServer::GetClientListening(int, int) */

undefined4 __thiscall CVoiceServer::GetClientListening(CVoiceServer *this,int param_1,int param_2)

{
  undefined4 uVar1;
  int iVar2;
  int *piVar3;
  
  if ((((-1 < param_1 + -1) && (param_1 + -1 < DAT_003b8080)) && (iVar2 = param_2 + -1, -1 < iVar2))
     && (iVar2 < DAT_003b8080)) {
    iVar2 = *(int *)(DAT_003b8074 + iVar2 * 4);
    piVar3 = (int *)0x0;
    if (iVar2 != 0) {
      piVar3 = (int *)(iVar2 + 4);
    }
                    /* WARNING: Could not recover jumptable at 0x0022e2e3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(*piVar3 + 0x94))();
    return uVar1;
  }
  return 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)