L L4D2node

VOX_LookupSectorVirtual

0x000f1940 · 154 bytes · __cdecl

_Z23VOX_LookupSectorVirtualPc

Decompiled

undefined (1 param)

/* VOX_LookupSectorVirtual(char*) */

void VOX_LookupSectorVirtual(char *param_1)

{
  float fVar1;
  longdouble lVar2;
  
  lVar2 = (longdouble)(**(code **)(*g_pSoundServices + 0xc))(g_pSoundServices);
  fVar1 = (float)lVar2;
  if (g_vox_isector == -1) {
    g_vox_isector = RandomInt(0,0x13);
  }
  if (((float)*(int *)(snd_vox_sectimeout._28_4_ + 0x30) < fVar1 - g_vox_lastsectorupdate) &&
     (g_vox_isector = g_vox_isector + 1, g_vox_lastsectorupdate = fVar1, 0x14 < g_vox_isector)) {
    g_vox_isector = 1;
  }
  VOX_LookupNumber(param_1,g_vox_isector);
  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)