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 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.