L L4D2node

CFogController::InputStartFogTransition

0x006a7e50 · 200 bytes · __cdecl

_ZN14CFogController23InputStartFogTransitionER11inputdata_t

Decompiled

undefined (1 param)

/* CFogController::InputStartFogTransition(inputdata_t&) */

void CFogController::InputStartFogTransition(inputdata_t *param_1)

{
  int iVar1;
  float fVar2;
  code *pcVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined1 local_14 [12];
  
  uVar6 = 0;
  uVar5 = 0;
  pcVar3 = SetLerpValues;
  uVar4 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)SetLerpValues);
  fVar2 = *(float *)(param_1 + 0x488) + *(float *)(gpGlobals + 0xc);
  if (fVar2 + 0.1 != *(float *)(param_1 + 0x484)) {
    (**(code **)(*(int *)(param_1 + 0x440) + 4))
              (param_1 + 0x440,param_1 + 0x484,pcVar3,uVar4,uVar5,uVar6);
    iVar1 = gpGlobals;
    *(float *)(param_1 + 0x484) = fVar2 + 0.1;
    fVar2 = *(float *)(param_1 + 0x488) + *(float *)(iVar1 + 0xc);
  }
  CBaseEntity::SetNextThink((CBaseEntity *)param_1,fVar2,(char *)0x0);
  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)