L L4D2node

CMatchVoice::_GLOBAL__sub_I_CMatchVoice

0x000337a0 · 551 bytes · __cdecl

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CMatchVoice::CMatchVoice() */

void CMatchVoice::_GLOBAL__sub_I_CMatchVoice(void)

{
  ::vec2_origin._0_4_ = 0;
  ::vec2_origin._4_4_ = 0;
  ::vec2_invalid._0_4_ = 0x7f7fffff;
  ::vec2_invalid._4_4_ = 0x7f7fffff;
  ::vec4_origin._0_4_ = 0;
  ::vec4_origin._4_4_ = 0;
  ::vec4_origin._8_4_ = 0;
  ::vec4_origin._12_4_ = 0;
  ::vec4_invalid._0_4_ = 0x7f7fffff;
  ::vec4_invalid._4_4_ = 0x7f7fffff;
  ::vec4_invalid._8_4_ = 0x7f7fffff;
  ::vec4_invalid._12_4_ = 0x7f7fffff;
  ::UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  ::UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  ::UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  ::UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  g_MatchVoice = &PTR_CanPlaybackTalker_000b5068;
  _DAT_000d6368 = 0;
  _DAT_000d636c = 0;
  _DAT_000d6370 = 0;
  _DAT_000d6374 = 0;
  _DAT_000d6378 = 0;
  __cxa_atexit(~CMatchVoice,&g_MatchVoice,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)voice_reset_mutelist_command,"voice_reset_mutelist",voice_reset_mutelist,
             "Reset all mute information for all players who were ever muted.",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,voice_reset_mutelist_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)voice_mute_command,"voice_mute",voice_mute,"Mute a specific Steam user",0
             ,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,voice_mute_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)voice_unmute_command,"voice_unmute",voice_unmute,
             "Unmute a specific Steam user, or `all` to unmute all connected players.",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,voice_unmute_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)voice_show_mute_command,"voice_show_mute",voice_show_mute,
             "Show whether current players are muted.",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,voice_show_mute_command,&__dso_handle);
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)