L L4D2node

CSoundControllerImp::SoundChangePitch

0x004be150 · 39 bytes · __thiscall

_ZN19CSoundControllerImp16SoundChangePitchEP11CSoundPatchff

Decompiled

undefined (4 params)

/* CSoundControllerImp::SoundChangePitch(CSoundPatch*, float, float) */

void __thiscall
CSoundControllerImp::SoundChangePitch
          (CSoundControllerImp *this,CSoundPatch *param_1,float param_2,float param_3)

{
  *(uint *)(param_1 + 0x50) = *(uint *)(param_1 + 0x50) | 2;
  CSoundEnvelope::SetTarget((CSoundEnvelope *)param_1,param_2,param_3);
  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)