L L4D2node

ParticleSmokeGrenade::SetFadeTime

0x0076f8a0 · 191 bytes · __thiscall

_ZN20ParticleSmokeGrenade11SetFadeTimeEff

Decompiled

undefined (3 params)

/* ParticleSmokeGrenade::SetFadeTime(float, float) */

void __thiscall
ParticleSmokeGrenade::SetFadeTime(ParticleSmokeGrenade *this,float param_1,float param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  if (param_1 != *(float *)(this + 0x448)) {
    if (this[0x6c] == (ParticleSmokeGrenade)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (ParticleSmokeGrenade)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x448) = param_1;
  }
  if (param_2 == *(float *)(this + 0x44c)) {
    return;
  }
  if (this[0x6c] == (ParticleSmokeGrenade)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(float *)(this + 0x44c) = param_2;
  }
  else {
    this[0x70] = (ParticleSmokeGrenade)((byte)this[0x70] | 1);
    *(float *)(this + 0x44c) = param_2;
  }
  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)