L L4D2node

CSprite::BeginFadeOutThink

0x004c4350 · 142 bytes · __thiscall

_ZN7CSprite17BeginFadeOutThinkEv

Decompiled

undefined (1 param)

/* CSprite::BeginFadeOutThink() */

void __thiscall CSprite::BeginFadeOutThink(CSprite *this)

{
  int iVar1;
  undefined1 local_14 [12];
  
  SetBrightness(this,0,0.25);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)AnimateUntilDead);
  iVar1 = gpGlobals;
  *(float *)(this + 0x450) = *(float *)(gpGlobals + 0xc) + 0.25;
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(iVar1 + 0xc),(char *)0x0);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)