L L4D2node

CRagdollProp::IsFading

0x00798320 · 48 bytes · __thiscall

_ZN12CRagdollProp8IsFadingEv

Decompiled

undefined (1 param)

/* CRagdollProp::IsFading() */

bool __thiscall CRagdollProp::IsFading(CRagdollProp *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,s_pFadeOutContext);
  return *(float *)(gpGlobals + 0xc) <= (float)lVar1;
}

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)