L L4D2node

CBreakableProp::CopyFadeFrom

0x007ec5e0 · 183 bytes · __thiscall

_ZN14CBreakableProp12CopyFadeFromEPS_

Decompiled

undefined (2 params)

/* CBreakableProp::CopyFadeFrom(CBreakableProp*) */

void __thiscall CBreakableProp::CopyFadeFrom(CBreakableProp *this,CBreakableProp *param_1)

{
  longdouble lVar1;
  undefined1 local_14 [8];
  
  *(undefined4 *)(this + 0x1528) = *(undefined4 *)(param_1 + 0x1528);
  lVar1 = (longdouble)CBaseEntity::GetGlobalFadeScale((CBaseEntity *)param_1);
  CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,(float)lVar1);
  lVar1 = (longdouble)CBaseEntity::GetGlobalFadeScale((CBaseEntity *)this);
  if ((float)lVar1 != *(float *)(this + 0x1528)) {
    CBaseEntity::GetNextThink((CBaseEntity *)param_1,"FadeScaleThink");
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)RampToDefaultFadeScale);
  }
  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)