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 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.