L L4D2node

voice_mute

0x0005d550 · 210 bytes · __cdecl

_ZL10voice_muteRK8CCommand

Decompiled

undefined (1 param)

/* voice_mute(CCommand const&) */

void voice_mute(CCommand *param_1)

{
  char cVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  int local_9c;
  int local_98;
  undefined1 local_94 [132];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)param_1 == 2) {
    uVar2 = V_atoi(*(char **)(param_1 + 0x40c));
    cVar1 = (**(code **)(**(int **)(g_pMatchExtensions + 0x5c) + 0x20))
                      (*(int **)(g_pMatchExtensions + 0x5c),uVar2,&local_9c);
    if (cVar1 != '\0') {
      if (local_98 != 0 || local_9c != 0) {
        (**(code **)(*(int *)g_pMatchVoice + 0x14))(g_pMatchVoice,local_9c,local_98,1);
        Msg("%s is now muted.\n",local_94);
        goto LAB_0005d57a;
      }
    }
    Msg("Player# is invalid or refers to a bot, please use \"voice_show_mute\" command.\n");
  }
  Msg(
     "Example usage: voice_mute player#   -   where player# is a number that you can find with \"voice_show_mute\" command.\n"
     );
LAB_0005d57a:
  if (local_10 == *(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)