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 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.