CSoundPatch::FadeOut
0x004be4c0 · 92 bytes · __thiscall
_ZN11CSoundPatch7FadeOutEfb
Decompiled
undefined (3 params)
/* CSoundPatch::FadeOut(float, bool) */
void __thiscall CSoundPatch::FadeOut(CSoundPatch *this,float param_1,bool param_2)
{
longdouble lVar1;
*(uint *)(this + 0x50) = *(uint *)(this + 0x50) | 1;
CSoundEnvelope::SetTarget((CSoundEnvelope *)(this + 0x10),0.0,param_1);
if (!param_2) {
lVar1 = (longdouble)(**(code **)(*(int *)g_pEffects + 0x2c))(g_pEffects);
*(float *)(this + 0x28) = (float)lVar1 + param_1;
}
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.