L L4D2node

UTIL_ScreenFadeWrite

0x00b2bc90 · 240 bytes · __cdecl

_Z20UTIL_ScreenFadeWriteRK12ScreenFade_tP11CBaseEntity

Decompiled

undefined (2 params)

/* UTIL_ScreenFadeWrite(ScreenFade_t const&, CBaseEntity*) */

void UTIL_ScreenFadeWrite(ScreenFade_t *param_1,CBaseEntity *param_2)

{
  char cVar1;
  undefined **local_2c [8];
  
  if (param_2 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_2 + 0x170))(param_2);
    if (cVar1 != '\0') {
      cVar1 = CBasePlayer::ShouldThrottleUserMessage((CBasePlayer *)param_2,"Fade");
      if (cVar1 == '\0') {
        CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
        local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b2bce5 to 00b2bce9 has its CatchHandler @ 00b2bd83 */
        CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,(CBasePlayer *)param_2);
                    /* try { // try from 00b2bced to 00b2bd6e has its CatchHandler @ 00b2bd95 */
        CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
        UserMessageBegin((IRecipientFilter *)local_2c,"Fade");
        MessageWriteShort((uint)*(ushort *)param_1);
        MessageWriteShort((uint)*(ushort *)(param_1 + 2));
        MessageWriteShort((int)*(short *)(param_1 + 4));
        MessageWriteByte((uint)(byte)param_1[6]);
        MessageWriteByte((uint)(byte)param_1[7]);
        MessageWriteByte((uint)(byte)param_1[8]);
        MessageWriteByte((uint)(byte)param_1[9]);
        MessageEnd();
        local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
        CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
      }
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)