L L4D2node

Script_ScreenFade

0x00b43f40 · 181 bytes · __cdecl

_ZL17Script_ScreenFadeP9HSCRIPT__iiiiffi

Decompiled

undefined (8 params)

/* Script_ScreenFade(HSCRIPT__*, int, int, int, int, float, float, int) */

void Script_ScreenFade(HSCRIPT__ *param_1,int param_2,int param_3,int param_4,int param_5,
                      float param_6,float param_7,int param_8)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *pCVar3;
  color32_s local_10;
  undefined1 local_f;
  undefined1 local_e;
  undefined1 local_d;
  
  local_10 = SUB41(param_2,0);
  local_f = (undefined1)param_3;
  local_e = (undefined1)param_4;
  local_d = (undefined1)param_5;
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    pCVar3 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if (pCVar3 != (CBaseEntity *)0x0) {
      UTIL_ScreenFade(pCVar3,&local_10,param_6,param_7,param_8);
      return;
    }
  }
  UTIL_ScreenFadeAll(&local_10,param_6,param_7,param_8);
  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)