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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.