L L4D2node

CEnvWindShared::UpdateWindSound

0x0044b2e0 · 283 bytes · __thiscall

_ZN14CEnvWindShared15UpdateWindSoundEf

Decompiled

undefined (2 params)

/* CEnvWindShared::UpdateWindSound(float) */

void __thiscall CEnvWindShared::UpdateWindSound(CEnvWindShared *this,float param_1)

{
  char cVar1;
  int *piVar2;
  longdouble lVar3;
  longdouble lVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  
  cVar1 = (**(code **)(*(int *)g_pEffects + 0x30))(g_pEffects);
  if (cVar1 == '\0') {
    lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3f800000,0x40000000);
    piVar2 = (int *)CSoundEnvelopeController::GetController();
    fVar5 = param_1 * 0.006666667;
    if (1.0 <= fVar5) {
      fVar5 = 1.0;
    }
    lVar4 = (longdouble)Bias(fVar5,0.3);
    fVar6 = (float)lVar4;
    lVar4 = (longdouble)Bias(fVar5,0.3);
    fVar7 = (float)lVar4;
    (**(code **)(*piVar2 + 0x30))
              (piVar2,*(undefined4 *)(this + 0x1f0),fVar6 * 120.0 + 100.0,(float)lVar3,fVar5,fVar6,
               fVar7);
    (**(code **)(*piVar2 + 0x34))
              (piVar2,*(undefined4 *)(this + 0x1f0),fVar7 * 0.3 + 0.7,(float)lVar3);
  }
  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)