L L4D2node

CMatchVoice::CanPlaybackTalker

0x0005dbf0 · 71 bytes · __cdecl

_ZN11CMatchVoice17CanPlaybackTalkerEy

Decompiled

undefined (1 param)

/* CMatchVoice::CanPlaybackTalker(unsigned long long) */

uint CMatchVoice::CanPlaybackTalker(ulonglong param_1)

{
  char cVar1;
  uint uVar2;
  
  cVar1 = IsMachineMutingLocalTalkers(param_1);
  uVar2 = 0;
  if (cVar1 == '\0') {
    uVar2 = (**(code **)(*(int *)param_1 + 8))(param_1);
    uVar2 = uVar2 ^ 1;
  }
  return uVar2;
}

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)