CMatchVoice::IsTalkerMuted
0x0005d0d0 · 102 bytes · __cdecl
_ZN11CMatchVoice13IsTalkerMutedEy
Decompiled
undefined (1 param)
/* CMatchVoice::IsTalkerMuted(unsigned long long) */
undefined4 CMatchVoice::IsTalkerMuted(ulonglong param_1)
{
int *piVar1;
int iVar2;
int in_stack_0000000c;
if (0 < *(int *)((int)param_1 + 0x10)) {
piVar1 = *(int **)((int)param_1 + 4);
if (piVar1[1] == in_stack_0000000c && *piVar1 == param_1._4_4_) {
return 1;
}
iVar2 = 0;
while (iVar2 = iVar2 + 1, iVar2 != *(int *)((int)param_1 + 0x10)) {
if (piVar1[iVar2 * 2 + 1] == in_stack_0000000c && piVar1[iVar2 * 2] == param_1._4_4_) {
return CONCAT31((int3)((uint)iVar2 >> 8),iVar2 != -1);
}
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.