Cmd_FadeCrosshair_f
0x008823f0 · 429 bytes · __cdecl
_Z19Cmd_FadeCrosshair_fRK8CCommand
Decompiled
undefined (1 param)
/* Cmd_FadeCrosshair_f(CCommand const&) */
void Cmd_FadeCrosshair_f(CCommand *param_1)
{
CBasePlayer *this;
undefined **local_d8;
float local_d4;
float local_d0;
float local_cc;
float local_c8;
float local_c4;
float local_c0;
float local_bc;
float local_b8;
float local_b4;
float local_ac;
float local_a8;
float local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined4 local_88;
undefined4 local_84;
undefined4 local_7c;
undefined1 local_78;
undefined1 local_77;
undefined1 local_60 [76];
CBaseEntity *local_14;
this = (CBasePlayer *)UTIL_GetCommandClient();
if (this != (CBasePlayer *)0x0) {
(**(code **)(*(int *)this + 0x234))(&local_c8,this);
CBasePlayer::EyeVectors(this,(Vector *)&local_d4,(Vector *)0x0,(Vector *)0x0);
local_7c = 0;
local_78 = 1;
local_d8 = &PTR_ShouldHitEntity_00ce1190;
local_bc = local_c8;
local_b8 = local_c4;
local_d0 = local_d0 * 57016.32 + local_c4;
local_cc = local_cc * 57016.32 + local_c0;
local_b4 = local_c0;
local_d4 = local_d4 * 57016.32 + local_c8;
local_a8 = local_d0 - local_c4;
local_a4 = local_cc - local_c0;
local_ac = local_d4 - local_c8;
local_84 = 0;
local_88 = 0;
local_8c = 0;
local_77 = local_a8 * local_a8 + local_ac * local_ac + local_a4 * local_a4 != 0.0;
local_94 = 0;
local_98 = 0;
local_9c = 0;
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0xffffffff,&local_d8,local_60);
if (local_14 != (CBaseEntity *)0x0) {
CDirector::FadeOutOnAllTanksDead(TheDirector,local_14);
CDirector::QueueEntitiesToFadeOut(TheDirector);
}
}
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.