L L4D2node

COverlayMgr::FadeOverlayFragment

0x001cfb80 · 246 bytes · __thiscall

_ZN11COverlayMgr19FadeOverlayFragmentEP10moverlay_tP18moverlayfragment_t

Decompiled

undefined (3 params)

/* COverlayMgr::FadeOverlayFragment(moverlay_t*, moverlayfragment_t*) */

undefined4 __thiscall
COverlayMgr::FadeOverlayFragment(COverlayMgr *this,moverlay_t *param_1,moverlayfragment_t *param_2)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  float fVar6;
  
  uVar2 = 0;
  fVar6 = SQRT((*(float *)(param_1 + 0x60) - g_MainViewOrigin) *
               (*(float *)(param_1 + 0x60) - g_MainViewOrigin) +
               (*(float *)(param_1 + 100) - DAT_003a0044) *
               (*(float *)(param_1 + 100) - DAT_003a0044) +
               (*(float *)(param_1 + 0x68) - DAT_003a0048) *
               (*(float *)(param_1 + 0x68) - DAT_003a0048)) - *(float *)(param_1 + 0xa0);
  fVar6 = fVar6 * fVar6;
  if (fVar6 < *(float *)(param_1 + 0x98)) {
    if ((fVar6 <= *(float *)(param_1 + 0x94)) || (*(float *)(param_1 + 0x94) < 0.0)) {
      uVar5 = 0xffffffff;
    }
    else {
      fVar6 = *(float *)(param_1 + 0x9c) * (*(float *)(param_1 + 0x98) - fVar6);
      if (fVar6 <= 0.0) {
        fVar6 = 0.0;
      }
      if (1.0 <= fVar6) {
        fVar6 = 1.0;
      }
      uVar5 = (int)(fVar6 * 255.0 + 8388608.0) << 0x18 | 0xffffff;
    }
    iVar1 = *(int *)(param_2 + 0x1c);
    iVar4 = 0;
    iVar3 = 0;
    if (0 < iVar1) {
      do {
        iVar3 = iVar3 + 1;
        *(uint *)(*(int *)(param_2 + 0x10) + 0x30 + iVar4) = uVar5;
        iVar4 = iVar4 + 0x34;
      } while (iVar3 != iVar1);
    }
    uVar2 = 1;
  }
  return uVar2;
}

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)