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 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.