L L4D2node

CSoundParametersInternal::SoundLevelFromString

0x005998c0 · 120 bytes · __thiscall

_ZN24CSoundParametersInternal20SoundLevelFromStringEPKc

Decompiled

undefined (2 params)

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

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

{
  undefined2 uVar1;
  int iVar2;
  float local_14;
  float local_10;
  
  iVar2 = V_strncasecmp(param_1,"SNDLVL_",7);
  if (iVar2 != 0) {
    ReadInterval((char *)&local_14);
    *(short *)(this + 0x10) = (short)(int)local_14;
    *(short *)(this + 0x12) = (short)(int)local_10;
    return;
  }
  uVar1 = TextToSoundLevel(param_1);
  *(undefined2 *)(this + 0x10) = uVar1;
  *(undefined2 *)(this + 0x12) = 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)