L L4D2node

S_GetGainFromSoundLevel

0x001dbb90 · 182 bytes · __cdecl

_Z23S_GetGainFromSoundLevel12soundlevel_tf

Decompiled

undefined (2 params)

/* S_GetGainFromSoundLevel(soundlevel_t, float) */

longdouble S_GetGainFromSoundLevel(uint param_1,float param_2)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  
  fVar3 = snd_refdb_dist_mult;
  fVar1 = *(float *)(snd_gain._28_4_ + 0x2c);
  if (param_1 != 0) {
    lVar2 = (longdouble)
            FastPow10(((float)(param_1 >> 0x10) * 65536.0 + (float)(param_1 & 0xffff)) * 0.05);
    fVar3 = fVar3 / ((float)lVar2 * *(float *)(snd_refdist._28_4_ + 0x2c));
    if (fVar3 != 0.0) {
      lVar2 = (longdouble)SND_GetGainFromMult(fVar1,fVar3,param_2);
      return (longdouble)(float)lVar2;
    }
  }
  return (longdouble)fVar1;
}

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)