L L4D2node

CColorCorrection::FadeOut

0x00646830 · 160 bytes · __thiscall

_ZN16CColorCorrection7FadeOutEv

Decompiled

undefined (1 param)

/* CColorCorrection::FadeOut() */

void __thiscall CColorCorrection::FadeOut(CColorCorrection *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  if (this[0x45f] == (CColorCorrection)0x0) {
    if (this[0x45d] == (CColorCorrection)0x0) {
      if (*(float *)(this + 0x46c) <= 0.0) {
        return;
      }
    }
    else {
      if (this[0x6c] == (CColorCorrection)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar1 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CColorCorrection)((byte)this[0x70] | 1);
      }
      this[0x45d] = (CColorCorrection)0x0;
    }
    iVar1 = gpGlobals;
    *(undefined4 *)(this + 0x454) = *(undefined4 *)(gpGlobals + 0xc);
    *(undefined4 *)(this + 0x44c) = *(undefined4 *)(this + 0x46c);
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,*(float *)(iVar1 + 0x1c) + *(float *)(iVar1 + 0xc),
               "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)