voice_unmute
0x0005d360 · 468 bytes · __cdecl
_ZL12voice_unmuteRK8CCommand
Decompiled
undefined (1 param)
/* voice_unmute(CCommand const&) */
void voice_unmute(CCommand *param_1)
{
char cVar1;
int iVar2;
char *pcVar3;
undefined4 uVar4;
undefined4 *puVar5;
int iVar6;
int in_GS_OFFSET;
longlong lVar7;
int local_ac;
int local_a8;
undefined1 local_a4 [132];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)param_1 == 2) {
iVar2 = _V_stricmp("all",*(char **)(param_1 + 0x40c));
if (iVar2 == 0) {
iVar6 = 1;
puVar5 = (undefined4 *)(**(code **)(*g_pPlayerManager + 4))(g_pPlayerManager,0);
lVar7 = (**(code **)*puVar5)(puVar5);
iVar2 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x54))
(*(int **)(g_pMatchExtensions + 0x5c));
if (0 < iVar2) {
do {
cVar1 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x20))
(*(int **)(g_pMatchExtensions + 0x5c),iVar6,&local_ac);
if (((cVar1 != '\0') && (local_a8 != 0 || local_ac != 0)) &&
(lVar7 != CONCAT44(local_a8,local_ac))) {
(**(code **)(*(int *)g_pMatchVoice + 0x14))(g_pMatchVoice,local_ac,local_a8,0);
}
iVar6 = iVar6 + 1;
} while (iVar6 <= iVar2);
}
Msg("All connected players have been unmuted.\n");
goto LAB_0005d38b;
}
pcVar3 = "";
if (1 < *(int *)param_1) {
pcVar3 = *(char **)(param_1 + 0x40c);
}
uVar4 = V_atoi(pcVar3);
cVar1 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x20))
(*(int **)(g_pMatchExtensions + 0x5c),uVar4,&local_ac);
if ((cVar1 != '\0') && (local_a8 != 0 || local_ac != 0)) {
(**(code **)(*(int *)g_pMatchVoice + 0x14))(g_pMatchVoice,local_ac,local_a8,0);
Msg("%s is now unmuted.\n",local_a4);
goto LAB_0005d38b;
}
Msg("Player# is invalid or refers to a bot, please use \"voice_show_mute\" command.\n");
}
Msg(
"Example usage: voice_unmute {player#|all} - where player# is a number that you can find with \"voice_show_mute\" command, or all to unmute all connected players.\n"
);
LAB_0005d38b:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.