L L4D2node

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 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)