CMultiplayRules::VoiceCommand
0x004701a0 · 705 bytes · __thiscall
_ZN15CMultiplayRules12VoiceCommandEP22CBaseMultiplayerPlayerii
Decompiled
undefined (4 params)
/* CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer*, int, int) */
undefined4 * __thiscall
CMultiplayRules::VoiceCommand
(CMultiplayRules *this,CBaseMultiplayerPlayer *param_1,int param_2,int param_3)
{
int *piVar1;
char cVar2;
CMultiplayer_Expresser *this_00;
Vector *pVVar3;
int iVar4;
Vector *pVVar5;
Vector *pVVar6;
CBaseMultiplayerPlayer *pCVar7;
float *pfVar8;
float *pfVar9;
CTeam *pCVar10;
int in_GS_OFFSET;
undefined4 *local_98;
CRecipientFilter local_80 [32];
undefined1 local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((((param_1 != (CBaseMultiplayerPlayer *)0x0) && (-1 < param_2)) &&
(param_2 < *(int *)(this + 0x30))) &&
((-1 < param_3 &&
(piVar1 = (int *)(*(int *)(this + 0x24) + param_2 * 0x14), param_3 < piVar1[3])))) {
local_98 = (undefined4 *)(*piVar1 + param_3 * 0x48);
cVar2 = (**(code **)(*(int *)param_1 + 0x7bc))(param_1);
if (cVar2 != '\0') {
this_00 = (CMultiplayer_Expresser *)(**(code **)(*(int *)param_1 + 0x7cc))(param_1);
CMultiplayer_Expresser::AllowMultipleScenes(this_00);
pVVar3 = (Vector *)*local_98;
cVar2 = (**(code **)(*(int *)param_1 + 0x7b8))(param_1,pVVar3,0,local_60,0x40,0);
if (cVar2 == '\0') {
local_98 = (undefined4 *)0x0;
}
else {
if (*(char *)(local_98 + 1) != '\0') {
CRecipientFilter::CRecipientFilter(local_80);
if (*(char *)((int)local_98 + 5) == '\0') {
CRecipientFilter::AddAllPlayers(local_80);
}
else {
/* try { // try from 004702a5 to 00470429 has its CatchHandler @ 00470475 */
pVVar3 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
CRecipientFilter::AddRecipientsByPAS(local_80,pVVar3);
iVar4 = CRecipientFilter::GetRecipientCount(local_80);
pVVar5 = (Vector *)(iVar4 + -1);
if (-1 < (int)pVVar5) {
do {
pVVar3 = pVVar5;
pVVar6 = (Vector *)CRecipientFilter::GetRecipientIndex(local_80,(int)pVVar5);
pCVar7 = (CBaseMultiplayerPlayer *)UTIL_PlayerByIndex((int)pVVar6);
if ((param_1 != pCVar7) && (pCVar7 != (CBaseMultiplayerPlayer *)0x0)) {
pfVar8 = (float *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
pfVar9 = (float *)(**(code **)(*(int *)pCVar7 + 0x288))(pCVar7);
if (1900.0 < SQRT((pfVar9[1] - pfVar8[1]) * (pfVar9[1] - pfVar8[1]) +
(*pfVar9 - *pfVar8) * (*pfVar9 - *pfVar8))) {
CRecipientFilter::RemoveRecipientByPlayerIndex((int)local_80);
pVVar3 = pVVar6;
}
}
pVVar5 = pVVar5 + -1;
} while (pVVar5 != (Vector *)&DAT_ffffffff);
}
}
cVar2 = (**(code **)(*(int *)param_1 + 0x7c0))(param_1,pVVar3);
if (cVar2 == '\0') {
pCVar10 = (CTeam *)CBaseEntity::GetTeam((CBaseEntity *)param_1);
CRecipientFilter::RemoveRecipientsNotOnTeam(local_80,pCVar10);
}
UserMessageBegin((IRecipientFilter *)local_80,"VoiceSubtitle");
if (*(int *)(param_1 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
MessageWriteByte(iVar4);
MessageWriteByte(param_2);
MessageWriteByte(param_3);
MessageEnd();
CRecipientFilter::~CRecipientFilter(local_80);
}
(**(code **)(*(int *)param_1 + 0x7c4))(param_1,local_60);
}
CMultiplayer_Expresser::DisallowMultipleScenes(this_00);
goto LAB_00470392;
}
}
local_98 = (undefined4 *)0x0;
LAB_00470392:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return local_98;
}
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.