L L4D2node

UTIL_ScreenFade

0x00b2be30 · 75 bytes · __cdecl

_Z15UTIL_ScreenFadeP11CBaseEntityRK9color32_sffi

Decompiled

undefined (5 params)

/* UTIL_ScreenFade(CBaseEntity*, color32_s const&, float, float, int) */

void UTIL_ScreenFade(CBaseEntity *param_1,color32_s *param_2,float param_3,float param_4,int param_5
                    )

{
  ScreenFade_t local_16 [14];
  
  UTIL_ScreenFadeBuild(local_16,param_2,param_3,param_4,param_5);
  UTIL_ScreenFadeWrite(local_16,param_1);
  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)