voice_show_mute
0x0005d1c0 · 387 bytes · __cdecl
_ZL15voice_show_muteRK8CCommand
Decompiled
undefined (1 param)
/* voice_show_mute(CCommand const&) */
void voice_show_mute(CCommand *param_1)
{
bool bVar1;
char cVar2;
undefined4 *puVar3;
int iVar4;
char *pcVar5;
int iVar6;
int in_GS_OFFSET;
longlong lVar7;
int iVar8;
int local_ac;
int local_a8;
undefined1 local_a4 [132];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar8 = 0;
puVar3 = (undefined4 *)(**(code **)(*g_pPlayerManager + 4))(g_pPlayerManager,0);
lVar7 = (**(code **)*puVar3)(puVar3);
iVar4 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x54))
(*(int **)(g_pMatchExtensions + 0x5c));
if (0 < iVar4) {
iVar6 = 1;
bVar1 = false;
do {
pcVar5 = (char *)&local_ac;
iVar8 = iVar6;
cVar2 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x20))
(*(int **)(g_pMatchExtensions + 0x5c),iVar6,pcVar5);
if (cVar2 != '\0') {
if ((local_a8 != 0 || local_ac != 0) && (lVar7 != CONCAT44(local_a8,local_ac))) {
if (!bVar1) {
Msg("Player# Player Name\n");
Msg("------- ----------------\n");
}
cVar2 = (**(code **)(*(int *)g_pMatchVoice + 4))(g_pMatchVoice,local_ac,local_a8);
pcVar5 = "(muted)";
if (cVar2 == '\0') {
pcVar5 = &DAT_000b4ca0;
}
iVar8 = iVar6;
Msg(" % 2d %s %s\n",iVar6,pcVar5,local_a4);
bVar1 = true;
}
}
iVar6 = iVar6 + 1;
} while (iVar6 <= iVar4);
if (bVar1) {
Msg("------- ----------------\n",iVar8,pcVar5);
goto LAB_0005d2f0;
}
}
Msg("No players currently connected who can be muted.\n",iVar8);
LAB_0005d2f0:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.