CDirector::FadeOutAfterDelay
0x00880e80 · 296 bytes · __thiscall
_ZN9CDirector17FadeOutAfterDelayEP11CBaseEntityff
Decompiled
undefined (4 params)
/* CDirector::FadeOutAfterDelay(CBaseEntity*, float, float) */
void __thiscall
CDirector::FadeOutAfterDelay(CDirector *this,CBaseEntity *param_1,float param_2,float param_3)
{
int iVar1;
uint uVar2;
uint *puVar3;
int iVar4;
undefined *puVar5;
uint *puVar6;
int local_20;
if (*(int *)(sv_tankpropfade._28_4_ + 0x30) != 0) {
iVar1 = *(int *)(this + 0x158);
if (0 < iVar1) {
iVar4 = 0;
puVar6 = *(uint **)(this + 0x14c);
do {
uVar2 = *puVar6;
local_20 = (int)puVar6 - (int)*(uint **)(this + 0x14c);
if (((uVar2 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) {
if (param_1 == (CBaseEntity *)0x0) goto LAB_00880f1a;
}
else if (param_1 == *(CBaseEntity **)(puVar5 + 4)) goto LAB_00880f1a;
iVar4 = iVar4 + 1;
puVar6 = puVar6 + 3;
} while (iVar4 != iVar1);
}
local_20 = CUtlVector<CDirector::FadeOutInfo_t,CUtlMemory<CDirector::FadeOutInfo_t,int>>::
InsertBefore((CUtlVector<CDirector::FadeOutInfo_t,CUtlMemory<CDirector::FadeOutInfo_t,int>>
*)(this + 0x14c),iVar1);
local_20 = local_20 * 0xc;
puVar6 = (uint *)(*(int *)(this + 0x14c) + local_20);
LAB_00880f1a:
if (param_1 == (CBaseEntity *)0x0) {
*puVar6 = 0xffffffff;
}
else {
puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*puVar6 = *puVar3;
}
iVar1 = gpGlobals;
*(float *)(*(int *)(this + 0x14c) + 4 + local_20) = param_2 + *(float *)(gpGlobals + 0xc);
*(float *)(*(int *)(this + 0x14c) + 8 + local_20) = param_3 + *(float *)(iVar1 + 0xc);
}
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.