L L4D2node

CTankTrainAI::SoundEnginePitch

0x00836850 · 142 bytes · __thiscall

_ZN12CTankTrainAI16SoundEnginePitchEv

Decompiled

undefined (1 param)

/* CTankTrainAI::SoundEnginePitch() */

int __thiscall CTankTrainAI::SoundEnginePitch(CTankTrainAI *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  iVar2 = 0;
  uVar1 = *(uint *)(this + 0x440);
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    iVar2 = *(int *)(puVar3 + 4);
  }
  if (*(float *)(iVar2 + 0x484) == 0.0) {
    return 100;
  }
  return (int)((ABS(*(float *)(iVar2 + 0x11c)) * 20.0) / *(float *)(iVar2 + 0x484) + 90.0);
}

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)