L L4D2node

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 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)