L L4D2node

CSoundEnvelope::Update

0x004be220 · 69 bytes · __thiscall

_ZN14CSoundEnvelope6UpdateEf

Decompiled

undefined (2 params)

/* CSoundEnvelope::Update(float) */

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

{
  longdouble lVar1;
  
  lVar1 = (longdouble)Approach(*(float *)(this + 4),*(float *)this,param_1 * *(float *)(this + 8));
  *(float *)this = (float)lVar1;
  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)