CBaseViewModel::DestroyControlPanels
0x0041c380 · 135 bytes · __thiscall
_ZN14CBaseViewModel20DestroyControlPanelsEv
Decompiled
undefined (1 param)
/* CBaseViewModel::DestroyControlPanels() */
void __thiscall CBaseViewModel::DestroyControlPanels(CBaseViewModel *this)
{
uint uVar1;
CVGuiScreen *pCVar2;
undefined *puVar3;
int iVar4;
int iVar5;
iVar4 = *(int *)(this + 0x163c) + -1;
iVar5 = iVar4 * 4;
if (-1 < iVar4) {
do {
pCVar2 = (CVGuiScreen *)0x0;
uVar1 = *(uint *)(*(int *)(this + 0x1630) + iVar5);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar2 = *(CVGuiScreen **)(puVar3 + 4);
}
iVar4 = iVar4 + -1;
iVar5 = iVar5 + -4;
DestroyVGuiScreen(pCVar2);
} while (iVar4 != -1);
}
*(undefined4 *)(this + 0x163c) = 0;
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
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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.