L L4D2node

CVoiceGameMgrHelper::CanPlayerHearPlayer

0x0050dbf0 · 27 bytes · __thiscall

_ZN19CVoiceGameMgrHelper19CanPlayerHearPlayerEP11CBasePlayerS1_Rb

Decompiled

undefined (4 params)

/* CVoiceGameMgrHelper::CanPlayerHearPlayer(CBasePlayer*, CBasePlayer*, bool&) */

void __thiscall
CVoiceGameMgrHelper::CanPlayerHearPlayer
          (CVoiceGameMgrHelper *this,CBasePlayer *param_1,CBasePlayer *param_2,bool *param_3)

{
  *param_3 = false;
  CBaseEntity::InSameTeam((CBaseEntity *)param_1,(CBaseEntity *)param_2);
  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)