CLight::FadeThink
0x006e5ab0 · 224 bytes · __thiscall
_ZN6CLight9FadeThinkEv
Decompiled
undefined (1 param)
/* CLight::FadeThink() */
void __thiscall CLight::FadeThink(CLight *this)
{
CLight CVar1;
undefined1 *puVar2;
CLight local_e;
undefined1 local_d;
local_e = this[0x44c];
CVar1 = this[0x44d];
if ((char)local_e < (char)CVar1) {
local_e = (CLight)((char)local_e + '\x01');
this[0x44c] = local_e;
}
else if ((char)CVar1 < (char)local_e) {
local_e = (CLight)((char)local_e + -1);
this[0x44c] = local_e;
}
if (CVar1 == local_e) {
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x448) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x448);
}
(**(code **)(*engine + 0xa0))(engine,*(undefined4 *)(this + 0x440),puVar2);
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
return;
}
local_d = 0;
(**(code **)(*engine + 0xa0))(engine,*(undefined4 *)(this + 0x440),&local_e);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(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.