L L4D2node

CCSPlayer::ShowViewPortPanel

0x0065e760 · 85 bytes · __thiscall

_ZN9CCSPlayer17ShowViewPortPanelEPKcbP9KeyValues

Decompiled

undefined (4 params)

/* CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*) */

void __thiscall
CCSPlayer::ShowViewPortPanel(CCSPlayer *this,char *param_1,bool param_2,KeyValues *param_3)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-makedevshots");
  if (iVar2 != 0) {
    return;
  }
  CBasePlayer::ShowViewPortPanel((CBasePlayer *)this,param_1,param_2,param_3);
  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)