L L4D2node

CSoundEnvelope::SetValue

0x004be1c0 · 39 bytes · __thiscall

_ZN14CSoundEnvelope8SetValueEf

Decompiled

undefined (2 params)

/* CSoundEnvelope::SetValue(float) */

void __thiscall CSoundEnvelope::SetValue(CSoundEnvelope *this,float param_1)

{
  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)