L L4D2node

Music::OnPZAlert

0x008ef9d0 · 677 bytes · __regparm3

_ZN5Music9OnPZAlertEifPKcf.part.253

Decompiled

undefined (4 params)

/* Music::OnPZAlert(int, float, char const*, float) [clone .part.253] */

void __regparm3 Music::OnPZAlert(int param_1,float param_2,char *param_3,float param_4)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  int in_GS_OFFSET;
  float in_XMM0_Da;
  double dVar4;
  float in_XMM1_Da;
  char *pcVar5;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar2 = *(int *)(MusicDynamicPZIntervalRandMultMax._28_4_ + 0x30);
  if ((0.1 <= in_XMM1_Da) || (*(float *)(param_1 + 0x1b4) <= 0.1)) goto LAB_008efa24;
  if (in_XMM0_Da < *(float *)(MusicDynamicSICloseMax._28_4_ + 0x2c) ||
      in_XMM0_Da == *(float *)(MusicDynamicSICloseMax._28_4_ + 0x2c)) {
    iVar3 = 1;
    if (0 < (int)((double)iVar2 * 1.4)) {
      iVar3 = (int)((double)iVar2 * 1.4);
    }
    uVar1 = (**(code **)(**(int **)(param_1 + 0x378) + 0xb8))(*(int **)(param_1 + 0x378));
    MusicMsg("%s Music::On%sAlertCLOSE\n",uVar1,param_3);
    pcVar5 = "Event.%sAlertClose";
LAB_008efbc1:
    V_snprintf(local_a0,0x80,pcVar5,param_3);
    Play((Music *)param_1,local_a0,(int)param_2,-1.0,false,true);
  }
  else {
    if (in_XMM0_Da < *(float *)(MusicDynamicSIFarMin._28_4_ + 0x2c) ||
        in_XMM0_Da == *(float *)(MusicDynamicSIFarMin._28_4_ + 0x2c)) {
      iVar3 = 2;
      if (1 < iVar2 * 2) {
        iVar3 = iVar2 * 2;
      }
      uVar1 = (**(code **)(**(int **)(param_1 + 0x378) + 0xb8))(*(int **)(param_1 + 0x378));
      MusicMsg("%s Music::On%sAlertNEAR\n",uVar1,param_3);
      pcVar5 = "Event.%sAlert";
      goto LAB_008efbc1;
    }
    dVar4 = (double)iVar2;
    iVar2 = iVar2 * 2;
    iVar3 = 3;
    if (2 < (int)(dVar4 * 2.5)) {
      iVar3 = (int)(dVar4 * 2.5);
    }
    uVar1 = (**(code **)(**(int **)(param_1 + 0x378) + 0xb8))(*(int **)(param_1 + 0x378));
    MusicMsg("%s Music::On%sAlertFAR\n",uVar1,param_3);
    V_snprintf(local_a0,0x80,"Event.%sAlertFar",param_3);
    Play((Music *)param_1,local_a0,(int)param_2,-1.0,false,true);
  }
  RandomInt(iVar2,iVar3);
LAB_008efa24:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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.



        

        

          

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