L L4D2node

CVoiceGameMgr::IsPlayerIgnoringPlayer

0x00584ad0 · 45 bytes · __thiscall

_ZN13CVoiceGameMgr22IsPlayerIgnoringPlayerEii

Decompiled

undefined (3 params)

/* CVoiceGameMgr::IsPlayerIgnoringPlayer(int, int) */

undefined4 __thiscall
CVoiceGameMgr::IsPlayerIgnoringPlayer(CVoiceGameMgr *this,int param_1,int param_2)

{
  uint uVar1;
  
  uVar1 = 1 << ((byte)(param_1 + -1) & 0x1f);
  return CONCAT31((int3)(uVar1 >> 8),
                  (*(uint *)(&DAT_00fb629c + (param_1 + -1 >> 5) * 4 + param_2 * 4) & uVar1) != 0);
}

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)