L L4D2node

CEnvFade::InputFade

0x006848d0 · 220 bytes · __thiscall

_ZN8CEnvFade9InputFadeER11inputdata_t

Decompiled

undefined (2 params)

/* CEnvFade::InputFade(inputdata_t&) */

void __thiscall CEnvFade::InputFade(CEnvFade *this,inputdata_t *param_1)

{
  uint uVar1;
  char cVar2;
  uint uVar3;
  
  uVar1 = *(uint *)(this + 0x148);
  uVar3 = 2 - (uVar1 & 1);
  if ((uVar1 & 2) != 0) {
    uVar3 = uVar3 | 4;
  }
  if ((uVar1 & 8) != 0) {
    uVar3 = uVar3 | 8;
  }
  if ((uVar1 & 4) == 0) {
    UTIL_ScreenFadeAll((color32_s *)(this + 0x124),*(float *)(this + 0x440),*(float *)(this + 0x444)
                       ,uVar3 | 0x10);
  }
  else {
    cVar2 = (**(code **)(**(int **)param_1 + 0x170))(*(int **)param_1);
    if (cVar2 != '\0') {
      UTIL_ScreenFade(*(CBaseEntity **)param_1,(color32_s *)(this + 0x124),*(float *)(this + 0x440),
                      *(float *)(this + 0x444),uVar3);
    }
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x448),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
  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)