L L4D2node

CSoundParametersInternal::SoundLevelToString

0x005993a0 · 136 bytes · __thiscall

_ZNK24CSoundParametersInternal18SoundLevelToStringEv

Decompiled

undefined (1 param)

/* CSoundParametersInternal::SoundLevelToString() const */

undefined1 * __thiscall CSoundParametersInternal::SoundLevelToString(CSoundParametersInternal *this)

{
  uint *puVar1;
  
  if (*(ushort *)(this + 0x12) != 0) {
    V_snprintf(SoundLevelToString()::sz,0x40,"%i, %i",(uint)*(ushort *)(this + 0x10),
               (uint)*(ushort *)(this + 0x12) + (uint)*(ushort *)(this + 0x10));
    return SoundLevelToString()::sz;
  }
  puVar1 = &g_pSoundLevels;
  do {
    if ((uint)*(ushort *)(this + 0x10) == *puVar1) {
      return (undefined1 *)puVar1[1];
    }
    puVar1 = puVar1 + 2;
  } while (puVar1 != (uint *)g_pPitchLookup);
  V_snprintf(_SoundLevelToString(soundlevel_t)::sz,0x20,"%i",(uint)*(ushort *)(this + 0x10));
  return _SoundLevelToString(soundlevel_t)::sz;
}

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)