L L4D2node

CAmbientGeneric::InputFadeOut

0x005dbeb0 · 147 bytes · __thiscall

_ZN15CAmbientGeneric12InputFadeOutER11inputdata_t

Decompiled

undefined (2 params)

/* CAmbientGeneric::InputFadeOut(inputdata_t&) */

void __thiscall CAmbientGeneric::InputFadeOut(CAmbientGeneric *this,inputdata_t *param_1)

{
  int iVar1;
  
  *(undefined4 *)(this + 0x468) = 0;
  if (*(int *)(param_1 + 0x18) == 1) {
    iVar1 = (int)*(float *)(param_1 + 8);
    if (iVar1 < 0x65) {
      if (iVar1 < 0) goto LAB_005dbed2;
      *(int *)(this + 0x46c) = iVar1;
      if (iVar1 == 0) goto LAB_005dbedc;
    }
    else {
      *(undefined4 *)(this + 0x46c) = 100;
      iVar1 = 100;
    }
    *(int *)(this + 0x46c) = (int)(0x6400 / (longlong)(iVar1 * 5));
  }
  else {
LAB_005dbed2:
    *(undefined4 *)(this + 0x46c) = 0;
  }
LAB_005dbedc:
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(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)