L L4D2node

CVoteController::IsValidVoter

0x00b414b0 · 40 bytes · __thiscall

_ZN15CVoteController12IsValidVoterEP11CBasePlayer

Decompiled

undefined (2 params)

/* CVoteController::IsValidVoter(CBasePlayer*) */

uint __thiscall CVoteController::IsValidVoter(CVoteController *this,CBasePlayer *param_1)

{
  uint uVar1;
  
  uVar1 = 0;
  if ((param_1 != (CBasePlayer *)0x0) && (*(int *)(param_1 + 0x1f6c) != 2)) {
    uVar1 = (**(code **)(*(int *)param_1 + 0x778))(param_1);
    uVar1 = uVar1 ^ 1;
  }
  return uVar1;
}

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)