L L4D2node

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 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)