L L4D2node

SND_GetGainFromMult

0x001db980 · 517 bytes · __cdecl

_Z19SND_GetGainFromMultfff

Decompiled

undefined (3 params)

/* SND_GetGainFromMult(float, float, float) */

longdouble SND_GetGainFromMult(float param_1,float param_2,float param_3)

{
  uint uVar1;
  longdouble lVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  lVar2 = (longdouble)
          FastPow10(*(float *)(snd_foliage_db_loss._28_4_ + 0x2c) * param_3 * 4.166667e-05);
  fVar5 = param_3 * param_2 * (float)lVar2;
  if (fVar5 <= 0.1) {
    fVar4 = param_1 * 10.0;
  }
  else {
    fVar4 = param_1 / fVar5;
  }
  if (fVar4 <= 0.5) goto LAB_001dbb18;
  if (param_2 == 0.0) {
LAB_001dba90:
    fVar6 = 2.5;
  }
  else {
    lVar2 = (longdouble)
            __log10_finite((double)(snd_refdb_dist_mult /
                                   (*(float *)(snd_refdist._28_4_ + 0x2c) * param_2)));
    uVar1 = (uint)((double)lVar2 * 20.0);
    if ((float)(int)uVar1 <= 90.0) goto LAB_001dba90;
    fVar6 = ((float)(uVar1 >> 0x10) * 65536.0 + (float)(uVar1 & 0xffff) + -90.0) * -0.034 + 2.5;
  }
  lVar2 = (longdouble)FastPow(0.5,fVar6);
  lVar3 = (longdouble)FastPow(fVar4,fVar6);
  fVar4 = (1.0 - 1.0 / (((float)lVar3 + (float)lVar3) / (float)lVar2)) *
          *(float *)(snd_gain_max._28_4_ + 0x2c);
LAB_001dbb18:
  fVar6 = *(float *)(snd_gain_min._28_4_ + 0x2c);
  if (fVar4 < fVar6) {
    fVar6 = (2.0 - fVar5 * fVar6) * fVar6;
    uVar1 = -(uint)(0.0 < fVar6);
    fVar4 = (float)(~uVar1 & 0x3a83126f | (uint)fVar6 & uVar1);
  }
  return (longdouble)fVar4;
}

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.



        

        

          

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