L L4D2node

CBasePlayer::ShowViewPortPanel

0x007aa970 · 252 bytes · __thiscall

_ZN11CBasePlayer17ShowViewPortPanelEPKcbP9KeyValues

Decompiled

undefined (4 params)

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

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

{
  KeyValues *pKVar1;
  char *pcVar2;
  int iVar3;
  undefined **local_3c [11];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 007aa99e to 007aa9a2 has its CatchHandler @ 007aaa73 */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_3c,this);
                    /* try { // try from 007aa9a6 to 007aaa52 has its CatchHandler @ 007aaa85 */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_3c);
  if (param_3 == (KeyValues *)0x0) {
    pKVar1 = (KeyValues *)0x0;
    iVar3 = 0;
  }
  else {
    pKVar1 = (KeyValues *)KeyValues::GetFirstSubKey(param_3);
    iVar3 = 0;
    for (; pKVar1 != (KeyValues *)0x0; pKVar1 = (KeyValues *)KeyValues::GetNextKey(pKVar1)) {
      iVar3 = iVar3 + 1;
    }
    pKVar1 = (KeyValues *)KeyValues::GetFirstSubKey(param_3);
  }
  UserMessageBegin((IRecipientFilter *)local_3c,"VGUIMenu");
  MessageWriteString(param_1);
  MessageWriteByte((uint)param_2);
  MessageWriteByte(iVar3);
  for (; pKVar1 != (KeyValues *)0x0; pKVar1 = (KeyValues *)KeyValues::GetNextKey(pKVar1)) {
    pcVar2 = (char *)KeyValues::GetName(pKVar1);
    MessageWriteString(pcVar2);
    pcVar2 = (char *)KeyValues::GetString(pKVar1,(char *)0x0,"");
    MessageWriteString(pcVar2);
  }
  MessageEnd();
  local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)