L L4D2node

CMultiplayRules::HaveAllPlayersSpeakConceptIfAllowed

0x0046f360 · 129 bytes · __thiscall

_ZN15CMultiplayRules35HaveAllPlayersSpeakConceptIfAllowedEi

Decompiled

undefined (2 params)

/* CMultiplayRules::HaveAllPlayersSpeakConceptIfAllowed(int) */

void __thiscall
CMultiplayRules::HaveAllPlayersSpeakConceptIfAllowed(CMultiplayRules *this,int param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  iVar3 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
      if ((piVar2 != (int *)0x0) && (cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar1 != '\0'))
      {
        (**(code **)(*piVar2 + 0x7b8))(piVar2,param_1,0,0,0,0);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 <= *(int *)(gpGlobals + 0x14));
  }
  return;
}

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)