CColorCorrection::FadeInThink
0x006454d0 · 337 bytes · __thiscall
_ZN16CColorCorrection11FadeInThinkEv
Decompiled
undefined (1 param)
/* CColorCorrection::FadeInThink() */
void __thiscall CColorCorrection::FadeInThink(CColorCorrection *this)
{
float fVar1;
float fVar2;
CBaseEdict *this_00;
int iVar3;
float fVar4;
float fVar5;
iVar3 = gpGlobals;
fVar5 = *(float *)(this + 0x440);
if (0.0 < fVar5) {
fVar1 = *(float *)(this + 0x458);
if ((((*(float *)(this + 0x46c) < fVar1) && (this[0x45d] != (CColorCorrection)0x0)) &&
(fVar1 != 0.0)) && (fVar2 = *(float *)(this + 0x448), fVar2 < fVar1)) {
if (0.0 < fVar2) {
fVar4 = fVar2 / fVar1;
if (fVar4 <= 0.0) {
fVar4 = 0.0;
}
if (0.99 <= fVar4) {
fVar4 = 0.99;
}
fVar5 = (1.0 - fVar4) * fVar5;
}
fVar5 = (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x450)) / fVar5;
if (fVar5 <= 0.0) {
fVar5 = 0.0;
}
fVar4 = 0.0;
if (0.0 <= fVar2) {
fVar4 = fVar2;
}
if (1.0 <= fVar5) {
fVar5 = 1.0;
}
if (1.0 <= fVar4) {
fVar4 = 1.0;
}
*(float *)(this + 0x448) = fVar4;
fVar4 = fVar5 * (fVar1 - fVar4) + fVar4;
if (*(float *)(this + 0x46c) != fVar4) {
if (this[0x6c] == (CColorCorrection)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
iVar3 = gpGlobals;
}
}
else {
this[0x70] = (CColorCorrection)((byte)this[0x70] | 1);
}
*(float *)(this + 0x46c) = fVar4;
}
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(iVar3 + 0x1c) + *(float *)(iVar3 + 0xc),
"ColorCorrectionFadeInThink");
return;
}
}
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,"ColorCorrectionFadeInThink");
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.