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 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.