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 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.