L L4D2node

CRagdollProp::FadeOut

0x00798200 · 201 bytes · __thiscall

_ZN12CRagdollProp7FadeOutEff

Decompiled

undefined (3 params)

/* CRagdollProp::FadeOut(float, float) */

void __thiscall CRagdollProp::FadeOut(CRagdollProp *this,float param_1,float param_2)

{
  int iVar1;
  longdouble lVar2;
  undefined1 local_14 [12];
  
  lVar2 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,s_pFadeOutContext);
  iVar1 = gpGlobals;
  if ((float)lVar2 < *(float *)(gpGlobals + 0xc)) {
    if (param_2 == -1.0) {
      param_2 = 0.5;
    }
    *(float *)(this + 0x1ec4) = param_2;
    *(float *)(this + 0x1ec0) = param_1 + *(float *)(iVar1 + 0xc);
    CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,0.0);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)FadeOutThink);
  }
  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)