L L4D2node

CSoundEnvelope::SetTarget

0x004be0c0 · 126 bytes · __thiscall

_ZN14CSoundEnvelope9SetTargetEff

Decompiled

undefined (3 params)

/* CSoundEnvelope::SetTarget(float, float) */

void __thiscall CSoundEnvelope::SetTarget(CSoundEnvelope *this,float param_1,float param_2)

{
  float fVar1;
  
  fVar1 = param_1 - *(float *)this;
  if ((fVar1 != 0.0) && (0.0 < param_2)) {
    *(float *)(this + 4) = param_1;
    fVar1 = ABS(fVar1 / param_2);
    if (fVar1 <= 0.1) {
      fVar1 = 0.1;
    }
    *(float *)(this + 8) = fVar1;
    return;
  }
  if (*(float *)this != param_1) {
    this[0xc] = (CSoundEnvelope)0x1;
  }
  if (param_1 != *(float *)(this + 4)) {
    this[0xc] = (CSoundEnvelope)0x1;
  }
  *(float *)(this + 4) = param_1;
  *(float *)this = param_1;
  *(undefined4 *)(this + 8) = 0;
  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)