UTIL_ScreenFadeAll
0x00b2bdb0 · 120 bytes · __cdecl
_Z18UTIL_ScreenFadeAllRK9color32_sffi
Decompiled
undefined (4 params)
/* UTIL_ScreenFadeAll(color32_s const&, float, float, int) */
void UTIL_ScreenFadeAll(color32_s *param_1,float param_2,float param_3,int param_4)
{
CBaseEntity *pCVar1;
int iVar2;
int iVar3;
ScreenFade_t local_16 [10];
iVar2 = 1;
UTIL_ScreenFadeBuild(local_16,param_1,param_2,param_3,param_4);
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
iVar3 = iVar2 + 1;
pCVar1 = (CBaseEntity *)UTIL_PlayerByIndex(iVar2);
UTIL_ScreenFadeWrite(local_16,pCVar1);
iVar2 = iVar3;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
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.