L L4D2node

CColorCorrection::FadeIn

0x006466a0 · 169 bytes · __thiscall

_ZN16CColorCorrection6FadeInEv

Decompiled

undefined (1 param)

/* CColorCorrection::FadeIn() */

void __thiscall CColorCorrection::FadeIn(CColorCorrection *this)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  int iVar2;
  float fVar3;
  
  if (this[0x45f] != (CColorCorrection)0x0) {
    return;
  }
  if (this[0x45d] == (CColorCorrection)0x0) {
    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;
      }
    }
    else {
      this[0x70] = (CColorCorrection)((byte)this[0x70] | 1);
    }
    fVar3 = *(float *)(this + 0x46c);
    this[0x45d] = (CColorCorrection)0x1;
  }
  else {
    fVar3 = *(float *)(this + 0x46c);
    if (*(float *)(this + 0x458) <= fVar3) {
      return;
    }
  }
  iVar2 = gpGlobals;
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(float *)(this + 0x448) = fVar3;
  *(undefined4 *)(this + 0x450) = uVar1;
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,*(float *)(iVar2 + 0x1c) + *(float *)(iVar2 + 0xc),
             "ColorCorrectionFadeInThink");
  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)