TextToSoundLevel
0x005988e0 · 184 bytes · __cdecl
_Z16TextToSoundLevelPKc
Decompiled
undefined (1 param)
/* TextToSoundLevel(char const*) */
long TextToSoundLevel(char *param_1)
{
int iVar1;
long lVar2;
long *plVar3;
if (param_1 == (char *)0x0) {
return 0x4b;
}
plVar3 = &g_pSoundLevels;
do {
iVar1 = V_strcasecmp(param_1,(char *)plVar3[1]);
if (iVar1 == 0) {
return *plVar3;
}
plVar3 = plVar3 + 2;
} while (plVar3 != (long *)g_pPitchLookup);
iVar1 = _V_strlen("SNDLVL_");
iVar1 = V_strnicmp(param_1,"SNDLVL_",iVar1);
if (iVar1 == 0) {
iVar1 = _V_strlen("SNDLVL_");
lVar2 = strtol(param_1 + iVar1,(char **)0x0,10);
if (lVar2 - 1U < 0xb4) {
return lVar2;
}
}
DevMsg("CSoundEmitterSystem: Unknown sound level %s\n",param_1);
return 0x4b;
}
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.