L L4D2node

CBreakableProp::RampToDefaultFadeScale

0x007e3cf0 · 218 bytes · __thiscall

_ZN14CBreakableProp22RampToDefaultFadeScaleEv

Decompiled

undefined (1 param)

/* CBreakableProp::RampToDefaultFadeScale() */

void __thiscall CBreakableProp::RampToDefaultFadeScale(CBreakableProp *this)

{
  longdouble lVar1;
  code *pcVar2;
  undefined1 local_14 [12];
  
  lVar1 = (longdouble)CBaseEntity::GetGlobalFadeScale((CBaseEntity *)this);
  CBaseEntity::SetGlobalFadeScale
            ((CBaseEntity *)this,
             (float)lVar1 + *(float *)(this + 0x1528) * *(float *)(gpGlobals + 0x1c) * 0.5);
  lVar1 = (longdouble)CBaseEntity::GetGlobalFadeScale((CBaseEntity *)this);
  if (*(float *)(this + 0x1528) <= (float)lVar1) {
    CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,*(float *)(this + 0x1528));
    pcVar2 = (code *)0x0;
  }
  else {
    pcVar2 = RampToDefaultFadeScale;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)pcVar2);
  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)