L L4D2node

_GLOBAL__sub_I_snd_refdist

0x0009faf0 · 559 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_snd_refdist(void)

{
  vec2_origin._0_4_ = 0;
  vec2_origin._4_4_ = 0;
  vec2_invalid._0_4_ = 0x7f7fffff;
  vec2_invalid._4_4_ = 0x7f7fffff;
  vec4_origin._0_4_ = 0;
  vec4_origin._4_4_ = 0;
  vec4_origin._8_4_ = 0;
  vec4_origin._12_4_ = 0;
  vec4_invalid._0_4_ = 0x7f7fffff;
  vec4_invalid._4_4_ = 0x7f7fffff;
  vec4_invalid._8_4_ = 0x7f7fffff;
  vec4_invalid._12_4_ = 0x7f7fffff;
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  ConVar::ConVar((ConVar *)snd_refdist,"snd_refdist","36",0x4000,"Reference distance for snd_refdb")
  ;
  __cxa_atexit(ConVar::~ConVar,snd_refdist,&__dso_handle);
  ConVar::ConVar((ConVar *)snd_refdb,"snd_refdb","60",0x4000,"Reference dB at snd_refdist",
                 DbReferenceChanged);
  __cxa_atexit(ConVar::~ConVar,snd_refdb,&__dso_handle);
  ConVar::ConVar((ConVar *)snd_foliage_db_loss,"snd_foliage_db_loss","4",0x4000,
                 "foliage dB loss per 1200 units");
  __cxa_atexit(ConVar::~ConVar,snd_foliage_db_loss,&__dso_handle);
  ConVar::ConVar((ConVar *)snd_gain,"snd_gain","1",0x4000);
  __cxa_atexit(ConVar::~ConVar,snd_gain,&__dso_handle);
  ConVar::ConVar((ConVar *)snd_gain_max,"snd_gain_max","1",0x4000);
  __cxa_atexit(ConVar::~ConVar,snd_gain_max,&__dso_handle);
  ConVar::ConVar((ConVar *)snd_gain_min,"snd_gain_min","0.01",0x4000);
  __cxa_atexit(ConVar::~ConVar,snd_gain_min,&__dso_handle);
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)