L L4D2node

FadeInOut

0x00bcb5c0 · 161 bytes · __cdecl

_Z9FadeInOutfffff

Decompiled

undefined (5 params)

/* FadeInOut(float, float, float, float, float) */

longdouble FadeInOut(float param_1,float param_2,float param_3,float param_4,float param_5)

{
  float fVar1;
  float fVar2;
  
  fVar1 = 0.0;
  if ((param_1 <= param_5) && ((param_5 <= param_4 || (param_4 <= 0.0)))) {
    if (param_2 <= param_1) {
      param_2 = param_1;
    }
    if (param_3 <= param_2) {
      param_3 = param_2;
    }
    if (param_4 <= param_3) {
      param_4 = param_3;
    }
    if ((param_2 <= param_1) || (param_2 <= param_5)) {
      fVar2 = 1.0;
    }
    else {
      fVar2 = (param_5 - param_1) / (param_2 - param_1);
      if (1.0 <= fVar2) {
        fVar2 = 1.0;
      }
    }
    if ((param_4 <= param_3) || (param_5 <= param_3)) {
      return (longdouble)fVar2;
    }
    fVar1 = (param_5 - param_4) / (param_3 - param_4);
    if (fVar2 <= fVar1) {
      fVar1 = fVar2;
    }
  }
  return (longdouble)fVar1;
}

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)