CAmbientGeneric::InputFadeIn
0x005dbe10 · 147 bytes · __thiscall
_ZN15CAmbientGeneric11InputFadeInER11inputdata_t
Decompiled
undefined (2 params)
/* CAmbientGeneric::InputFadeIn(inputdata_t&) */
void __thiscall CAmbientGeneric::InputFadeIn(CAmbientGeneric *this,inputdata_t *param_1)
{
int iVar1;
*(undefined4 *)(this + 0x46c) = 0;
if (*(int *)(param_1 + 0x18) == 1) {
iVar1 = (int)*(float *)(param_1 + 8);
if (iVar1 < 0x65) {
if (iVar1 < 0) goto LAB_005dbe32;
*(int *)(this + 0x468) = iVar1;
if (iVar1 == 0) goto LAB_005dbe3c;
}
else {
*(undefined4 *)(this + 0x468) = 100;
iVar1 = 100;
}
*(int *)(this + 0x468) = (int)(0x6400 / (longlong)(iVar1 * 5));
}
else {
LAB_005dbe32:
*(undefined4 *)(this + 0x468) = 0;
}
LAB_005dbe3c:
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
return;
}
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.