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 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.