CSlideshowDisplay::ScreenVisible
0x00823390 · 245 bytes · __thiscall
_ZN17CSlideshowDisplay13ScreenVisibleEb
Decompiled
undefined (2 params)
/* CSlideshowDisplay::ScreenVisible(bool) */
void __thiscall CSlideshowDisplay::ScreenVisible(CSlideshowDisplay *this,bool param_1)
{
CBaseEdict *this_00;
int iVar1;
uint *puVar2;
uint uVar3;
undefined *puVar4;
int iVar5;
CBaseEntity *this_01;
iVar5 = 0;
if (0 < *(int *)(this + 0x594)) {
do {
while( true ) {
this_01 = (CBaseEntity *)0x0;
uVar3 = *(uint *)(*(int *)(this + 0x588) + iVar5 * 4);
if (((uVar3 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar3 >> 0xc)) {
this_01 = *(CBaseEntity **)(puVar4 + 4);
}
if (param_1) break;
iVar5 = iVar5 + 1;
CBaseEntity::AddEffects(this_01,0x20);
if (*(int *)(this + 0x594) <= iVar5) {
return;
}
}
uVar3 = *(uint *)(this_01 + 0xd4) & 0xffffffdf;
if (*(uint *)(this_01 + 0xd4) == uVar3) {
puVar2 = *(uint **)(this_01 + 0x30);
}
else {
if (this_01[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
puVar2 = (uint *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
puVar2 = *(uint **)(this_01 + 0x30);
}
}
else {
this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
puVar2 = *(uint **)(this_01 + 0x30);
}
*(uint *)(this_01 + 0xd4) = uVar3;
}
if (puVar2 != (uint *)0x0) {
*puVar2 = *puVar2 | 0x80;
}
iVar5 = iVar5 + 1;
CBaseEntity::DispatchUpdateTransmitState(this_01);
} while (iVar5 < *(int *)(this + 0x594));
}
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.