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 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.