CBreakableProp::ForceFadeScaleToAlwaysVisible
0x007ec6f0 · 89 bytes · __thiscall
_ZN14CBreakableProp29ForceFadeScaleToAlwaysVisibleEv
Decompiled
undefined (1 param)
/* CBreakableProp::ForceFadeScaleToAlwaysVisible() */
void __thiscall CBreakableProp::ForceFadeScaleToAlwaysVisible(CBreakableProp *this)
{
undefined1 local_14 [12];
CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,0.0);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.