L L4D2node

CMultiplayRules::PlayerCanHearChat

0x0046e560 · 42 bytes · __thiscall

_ZN15CMultiplayRules17PlayerCanHearChatEP11CBasePlayerS1_

Decompiled

undefined (3 params)

/* CMultiplayRules::PlayerCanHearChat(CBasePlayer*, CBasePlayer*) */

bool __thiscall
CMultiplayRules::PlayerCanHearChat(CMultiplayRules *this,CBasePlayer *param_1,CBasePlayer *param_2)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)this + 0x1a4))(this,param_1,param_2);
  return iVar1 == 1;
}

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)