L L4D2node

CColorCorrection::FadeOutThink

0x00645370 · 333 bytes · __thiscall

_ZN16CColorCorrection12FadeOutThinkEv

Decompiled

undefined (1 param)

/* CColorCorrection::FadeOutThink() */

void __thiscall CColorCorrection::FadeOutThink(CColorCorrection *this)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  
  iVar2 = gpGlobals;
  fVar3 = *(float *)(this + 0x444);
  if ((((0.0 < fVar3) && (0.0 < *(float *)(this + 0x46c))) && (this[0x45d] == (CColorCorrection)0x0)
      ) && ((fVar5 = *(float *)(this + 0x458), fVar5 != 0.0 &&
            (fVar1 = *(float *)(this + 0x44c), 0.0 < fVar1)))) {
    if (fVar1 < fVar5) {
      fVar4 = 0.01;
      if (0.01 <= fVar1 / fVar5) {
        fVar4 = fVar1 / fVar5;
      }
      if (1.0 <= fVar4) {
        fVar4 = 1.0;
      }
      fVar3 = fVar3 * fVar4;
    }
    fVar3 = (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x454)) / fVar3;
    if (fVar3 <= 0.0) {
      fVar3 = 0.0;
    }
    fVar5 = 0.0;
    if (0.0 <= fVar1) {
      fVar5 = fVar1;
    }
    if (1.0 <= fVar3) {
      fVar3 = 1.0;
    }
    if (1.0 <= fVar5) {
      fVar5 = 1.0;
    }
    *(float *)(this + 0x44c) = fVar5;
    fVar5 = (1.0 - fVar3) * fVar5;
    if (*(float *)(this + 0x46c) != fVar5) {
      if (this[0x6c] == (CColorCorrection)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
          iVar2 = gpGlobals;
        }
      }
      else {
        this[0x70] = (CColorCorrection)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x46c) = fVar5;
    }
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,*(float *)(iVar2 + 0x1c) + *(float *)(iVar2 + 0xc),
               "ColorCorrectionFadeOutThink");
    return;
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,"ColorCorrectionFadeOutThink");
  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)