L L4D2node

DbReferenceChanged

0x001db8d0 · 80 bytes · __cdecl

_Z18DbReferenceChangedP7IConVarPKcf

Decompiled

undefined (3 params)

/* DbReferenceChanged(IConVar*, char const*, float) */

void DbReferenceChanged(IConVar *param_1,char *param_2,float param_3)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)
          __pow_finite(0x4024000000000000,(double)(*(float *)(snd_refdb._28_4_ + 0x2c) * 0.05));
  snd_refdb_dist_mult = (float)lVar1;
  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)