L L4D2node

CAmbientGeneric::InputVolume

0x005dbd80 · 106 bytes · __thiscall

_ZN15CAmbientGeneric11InputVolumeER11inputdata_t

Decompiled

undefined (2 params)

/* CAmbientGeneric::InputVolume(inputdata_t&) */

void __thiscall CAmbientGeneric::InputVolume(CAmbientGeneric *this,inputdata_t *param_1)

{
  float fVar1;
  int iVar2;
  int iVar3;
  
  fVar1 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) == 1) {
    if (10.0 < fVar1) {
      iVar3 = 0x6400;
      iVar2 = 100;
      goto LAB_005dbd98;
    }
    if (0.0 <= fVar1) {
      iVar2 = (int)(fVar1 * 10.0);
      iVar3 = iVar2 << 8;
      goto LAB_005dbd98;
    }
  }
  iVar3 = 0;
  iVar2 = 0;
LAB_005dbd98:
  *(int *)(this + 0x4a4) = iVar3;
  *(int *)(this + 0x498) = iVar2;
                    /* WARNING: Could not recover jumptable at 0x005dbdb7. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x328))();
  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)