L L4D2node

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 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)