CSoundParametersInternal::PitchToString
0x00599440 · 166 bytes · __thiscall
_ZNK24CSoundParametersInternal13PitchToStringEv
Decompiled
undefined (1 param)
/* CSoundParametersInternal::PitchToString() const */
undefined1 * __thiscall CSoundParametersInternal::PitchToString(CSoundParametersInternal *this)
{
uint uVar1;
undefined1 *puVar2;
float fVar3;
uVar1 = (uint)(byte)this[0x14];
if (this[0x15] != (CSoundParametersInternal)0x0) {
V_snprintf(PitchToString()::sz,0x40,"%i, %i",uVar1,(byte)this[0x15] + uVar1);
return PitchToString()::sz;
}
fVar3 = (float)uVar1;
if (fVar3 == (float)g_pPitchLookup._0_4_) {
puVar2 = g_pPitchLookup;
}
else if (fVar3 == (float)g_pPitchLookup._8_4_) {
puVar2 = (undefined1 *)0xf212b8;
}
else {
puVar2 = (undefined1 *)0xf212c0;
if (fVar3 != (float)g_pPitchLookup._16_4_) {
V_snprintf(_PitchToString(float)::sz,0x20,"%.3f",(double)uVar1);
return _PitchToString(float)::sz;
}
}
return *(undefined1 **)(puVar2 + 4);
}
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.