L L4D2node

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 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)