CDirector::FadeOutOnAllTanksDead
0x00882340 · 162 bytes · __thiscall
_ZN9CDirector21FadeOutOnAllTanksDeadEP11CBaseEntity
Decompiled
undefined (2 params)
/* CDirector::FadeOutOnAllTanksDead(CBaseEntity*) */
void __thiscall CDirector::FadeOutOnAllTanksDead(CDirector *this,CBaseEntity *param_1)
{
int iVar1;
undefined4 *puVar2;
undefined4 *puVar3;
if (*(int *)(sv_tankpropfade._28_4_ + 0x30) == 0) {
return;
}
iVar1 = *(int *)(this + 0x144);
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::GrowVector
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)(this + 0x138)
,1);
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsRight
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)(this + 0x138)
,iVar1,1);
iVar1 = iVar1 * 4;
puVar3 = (undefined4 *)(iVar1 + *(int *)(this + 0x138));
if (puVar3 == (undefined4 *)0x0) {
puVar3 = (undefined4 *)0x0;
}
else {
*puVar3 = 0xffffffff;
puVar3 = (undefined4 *)(iVar1 + *(int *)(this + 0x138));
}
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*puVar3 = *puVar2;
return;
}
*puVar3 = 0xffffffff;
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.