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 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.