CCSPlayer::ClearFlashbangScreenFade
0x00656ac0 · 244 bytes · __thiscall
_ZN9CCSPlayer24ClearFlashbangScreenFadeEv
Decompiled
undefined (1 param)
/* CCSPlayer::ClearFlashbangScreenFade() */
void __thiscall CCSPlayer::ClearFlashbangScreenFade(CCSPlayer *this)
{
CBaseEdict *pCVar1;
int iVar2;
color32_s local_10;
undefined1 local_f;
undefined1 local_e;
undefined1 local_d;
if (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x23a0) &&
*(float *)(this + 0x23a0) != *(float *)(gpGlobals + 0xc)) {
local_10 = (color32_s)0x0;
local_f = 0;
local_e = 0;
local_d = 0;
UTIL_ScreenFade((CBaseEntity *)this,&local_10,0.01,0.0,0x12);
if (*(float *)(this + 0x2888) != 0.0) {
if (this[0x6c] == (CCSPlayer)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] = (CCSPlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x2888) = 0;
}
if (*(float *)(this + 0x288c) != 255.0) {
if (this[0x6c] == (CCSPlayer)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] = (CCSPlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x288c) = 0x437f0000;
}
}
*(undefined4 *)(this + 0x23a0) = 0;
*(undefined4 *)(this + 0x23a4) = 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.