L L4D2node

Music::OnLargeAreaRevealed

0x008f0540 · 310 bytes · __thiscall

_ZN5Music19OnLargeAreaRevealedEv

Decompiled

undefined (1 param)

/* Music::OnLargeAreaRevealed() */

void __thiscall Music::OnLargeAreaRevealed(Music *this)

{
  float fVar1;
  char cVar2;
  undefined4 uVar3;
  longdouble lVar4;
  
  uVar3 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnLargeAreaRevealed\n",uVar3);
  lVar4 = (longdouble)CountdownTimer::Now();
  if (*(float *)(this + 0x224) <= (float)lVar4) {
    cVar2 = (**(code **)(*(int *)this + 0x14))(this);
    if (cVar2 == '\0') {
      Play(this,"Event.LargeAreaRevealed",0,-1.0,false,false);
    }
    else {
      Play(this,"Event.LargeAreaRevealed_L4D1",0,-1.0,false,false);
    }
    fVar1 = *(float *)(MusicLargeAreaRevealRepeatInterval._28_4_ + 0x2c);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar1 != *(float *)(this + 0x224)) {
      (**(code **)(*(int *)(this + 0x21c) + 4))(this + 0x21c,this + 0x224);
      *(float *)(this + 0x224) = (float)lVar4 + fVar1;
    }
    if (fVar1 != *(float *)(this + 0x220)) {
      (**(code **)(*(int *)(this + 0x21c) + 4))(this + 0x21c,this + 0x220);
      *(float *)(this + 0x220) = fVar1;
      return;
    }
  }
  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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Return-type handling cheatsheet (DHookReturn)