CDirector::QueueEntitiesToFadeOut
0x00880fb0 · 438 bytes · __thiscall
_ZN9CDirector22QueueEntitiesToFadeOutEv
Decompiled
undefined (1 param)
/* CDirector::QueueEntitiesToFadeOut() */
void __thiscall CDirector::QueueEntitiesToFadeOut(CDirector *this)
{
int *piVar1;
int iVar2;
uint uVar3;
uint uVar4;
undefined *puVar5;
uint *puVar6;
CBaseEntity *pCVar7;
int iVar8;
longdouble lVar9;
int local_3c;
int local_38;
int local_20;
iVar2 = *(int *)(this + 0x144);
if (0 < iVar2) {
local_38 = 0;
do {
if (0 < *(int *)(this + 0x158)) {
local_20 = 0;
uVar3 = *(uint *)(*(int *)(this + 0x138) + local_38 * 4);
piVar1 = (int *)(g_pEntityList + (uVar3 & 0xfff) * 0x10 + 4);
puVar6 = *(uint **)(this + 0x14c);
do {
iVar8 = 0;
if (uVar3 != 0xffffffff) {
if (piVar1 == (int *)0x0) {
iVar8 = 0;
}
else if (piVar1[1] == uVar3 >> 0xc) {
iVar8 = *piVar1;
}
}
uVar4 = *puVar6;
if (((uVar4 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar5 + 8) != uVar4 >> 0xc)) {
if (iVar8 == 0) goto joined_r0x008810ba;
}
else if (iVar8 == *(int *)(puVar5 + 4)) goto joined_r0x008810ba;
local_20 = local_20 + 1;
puVar6 = puVar6 + 3;
} while (local_20 != *(int *)(this + 0x158));
}
local_3c = local_38 * 4;
lVar9 = (longdouble)RandomFloat(0x41200000,0x41700000);
uVar3 = *(uint *)(*(int *)(this + 0x138) + local_3c);
pCVar7 = (CBaseEntity *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) {
pCVar7 = *(CBaseEntity **)(puVar5 + 4);
}
FadeOutAfterDelay(this,pCVar7,(float)lVar9,40.0);
joined_r0x008810ba:
local_38 = local_38 + 1;
} while (local_38 != iVar2);
}
*(undefined4 *)(this + 0x144) = 0;
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.