L L4D2node

GetFadeParms

0x00684ae0 · 269 bytes · __regparm3

_ZL12GetFadeParmsRK8CCommandRfR9color32_s

Decompiled

undefined (3 params)

/* GetFadeParms(CCommand const&, float&, color32_s&) */

void __regparm3 GetFadeParms(CCommand *param_1,float *param_2,color32_s *param_3)

{
  long lVar1;
  char *pcVar2;
  double dVar3;
  
  *param_2 = 2.0;
  if (1 < *(int *)param_1) {
    dVar3 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
    *param_2 = (float)dVar3;
  }
  *param_3 = (color32_s)0x0;
  param_3[1] = (color32_s)0x0;
  param_3[2] = (color32_s)0x0;
  param_3[3] = (color32_s)0xff;
  if (4 < *(int *)param_1) {
    lVar1 = strtol(*(char **)(param_1 + 0x410),(char **)0x0,10);
    *param_3 = SUB41(lVar1,0);
    pcVar2 = "";
    if (3 < *(int *)param_1) {
      pcVar2 = *(char **)(param_1 + 0x414);
    }
    lVar1 = strtol(pcVar2,(char **)0x0,10);
    param_3[1] = SUB41(lVar1,0);
    pcVar2 = "";
    if (4 < *(int *)param_1) {
      pcVar2 = *(char **)(param_1 + 0x418);
    }
    lVar1 = strtol(pcVar2,(char **)0x0,10);
    param_3[2] = SUB41(lVar1,0);
    if (*(int *)param_1 == 5) {
      lVar1 = strtol("",(char **)0x0,10);
      param_3[3] = SUB41(lVar1,0);
      return;
    }
  }
  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)