CC_FadeOut
0x00684c50 · 73 bytes · __cdecl
_ZL10CC_FadeOutRK8CCommand
Decompiled
undefined (1 param)
/* CC_FadeOut(CCommand const&) */
void CC_FadeOut(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_14,0.0,0x1a);
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.