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 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.