L L4D2node

CBaseEntity::SUB_PerformFadeOut

0x0060e000 · 257 bytes · __thiscall

_ZN11CBaseEntity18SUB_PerformFadeOutEv

Decompiled

undefined (1 param)

/* CBaseEntity::SUB_PerformFadeOut() */

void __thiscall CBaseEntity::SUB_PerformFadeOut(CBaseEntity *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  fVar4 = *(float *)(gpGlobals + 0x10);
  if (0.1 <= fVar4) {
    fVar4 = 0.1;
  }
  if (this[0x121] != (CBaseEntity)0x2) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    this[0x121] = (CBaseEntity)0x2;
  }
  fVar4 = fVar4 * 256.0;
  if (fVar4 <= 1.0) {
    fVar4 = 1.0;
  }
  lVar3 = (longdouble)Approach(0.0,(float)(byte)this[0x127] + 0.0,(float)(int)fVar4);
  if (SUB41((int)lVar3,0) != this[0x127]) {
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    this[0x127] = SUB41((int)lVar3,0);
  }
  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)