L L4D2node

CSoundParametersInternal::PitchFromString

0x00599800 · 163 bytes · __thiscall

_ZN24CSoundParametersInternal15PitchFromStringEPKc

Decompiled

undefined (2 params)

/* CSoundParametersInternal::PitchFromString(char const*) */

void __thiscall
CSoundParametersInternal::PitchFromString(CSoundParametersInternal *this,char *param_1)

{
  int iVar1;
  float local_14;
  float local_10;
  
  iVar1 = V_strcasecmp(param_1,"PITCH_NORM");
  if (iVar1 == 0) {
    this[0x14] = (CSoundParametersInternal)0x64;
    this[0x15] = (CSoundParametersInternal)0x0;
  }
  else {
    iVar1 = V_strcasecmp(param_1,"PITCH_LOW");
    if (iVar1 == 0) {
      this[0x14] = (CSoundParametersInternal)0x5f;
      this[0x15] = (CSoundParametersInternal)0x0;
      return;
    }
    iVar1 = V_strcasecmp(param_1,"PITCH_HIGH");
    if (iVar1 == 0) {
      this[0x14] = (CSoundParametersInternal)0x78;
      this[0x15] = (CSoundParametersInternal)0x0;
    }
    else {
      ReadInterval((char *)&local_14);
      this[0x14] = SUB41((int)local_14,0);
      this[0x15] = SUB41((int)local_10,0);
    }
  }
  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)