L L4D2node

CBaseCombatCharacter::GetFogParams

0x005f0760 · 20 bytes · __thiscall

_ZNK20CBaseCombatCharacter12GetFogParamsEP11fogparams_t

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::GetFogParams(fogparams_t*) const */

undefined4 __thiscall
CBaseCombatCharacter::GetFogParams(CBaseCombatCharacter *this,fogparams_t *param_1)

{
  undefined4 uVar1;
  
  if (param_1 != (fogparams_t *)0x0) {
    uVar1 = GetWorldFogParams(this,param_1);
    return uVar1;
  }
  return 0;
}

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)