L L4D2node

CC_FadeIn

0x00684c00 · 73 bytes · __cdecl

_ZL9CC_FadeInRK8CCommand

Decompiled

undefined (1 param)

/* CC_FadeIn(CCommand const&) */

void CC_FadeIn(CCommand *param_1)

{
  CBaseEntity *pCVar1;
  float local_14;
  color32_s local_10 [8];
  
  GetFadeParms(param_1,&local_14,local_10);
  pCVar1 = (CBaseEntity *)UTIL_GetCommandClient();
  UTIL_ScreenFade(pCVar1,local_10,local_14,0.0,0x11);
  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)