L L4D2node

CVoiceServer::SetClientListening

0x0022e2f0 · 91 bytes · __thiscall

_ZN12CVoiceServer18SetClientListeningEiib

Decompiled

undefined (4 params)

/* CVoiceServer::SetClientListening(int, int, bool) */

undefined4 __thiscall
CVoiceServer::SetClientListening(CVoiceServer *this,int param_1,int param_2,bool param_3)

{
  uint *puVar1;
  undefined4 uVar2;
  int iVar3;
  uint uVar4;
  int iVar5;
  
  uVar2 = 0;
  iVar3 = param_1 + -1;
  if ((((-1 < iVar3) && (iVar3 < DAT_003b8080)) && (iVar5 = param_2 + -1, -1 < iVar5)) &&
     (iVar5 < DAT_003b8080)) {
    uVar4 = 1 << ((byte)iVar3 & 0x1f);
    iVar3 = *(int *)(DAT_003b8074 + iVar5 * 4);
    if (param_3) {
      puVar1 = (uint *)((int)&__DT_REL[0x14c3].r_offset + iVar3);
      *puVar1 = *puVar1 | uVar4;
      return 1;
    }
    puVar1 = (uint *)((int)&__DT_REL[0x14c3].r_offset + iVar3);
    *puVar1 = *puVar1 & ~uVar4;
    uVar2 = 1;
  }
  return uVar2;
}

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)