L L4D2node

CBaseMultiplayerPlayer::CanHearAndReadChatFrom

0x0062c520 · 97 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer22CanHearAndReadChatFromEP11CBasePlayer

Decompiled

undefined (2 params)

/* CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer*) */

bool __thiscall
CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBaseMultiplayerPlayer *this,CBasePlayer *param_1)

{
  int iVar1;
  
  if (param_1 == (CBasePlayer *)0x0) {
    return *(int *)(this + 0x2368) != 1;
  }
  if (*(int *)(this + 0x2368) == 1) {
    return false;
  }
  if ((*(int *)(this + 0x2368) == 2) &&
     (iVar1 = (**(code **)(*g_pGameRules + 0x1a4))(g_pGameRules,this,param_1), iVar1 != 1)) {
    return false;
  }
  return true;
}

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)