CSlideshowDisplay::SpawnControlPanels
0x008235a0 · 232 bytes · __thiscall
_ZN17CSlideshowDisplay18SpawnControlPanelsEv
Decompiled
undefined (1 param)
/* CSlideshowDisplay::SpawnControlPanels() */
void __thiscall CSlideshowDisplay::SpawnControlPanels(CSlideshowDisplay *this)
{
int iVar1;
code *pcVar2;
CVGuiScreen *this_00;
undefined4 uVar3;
int iVar4;
undefined4 *puVar5;
iVar1 = *(int *)(this + 0x57c);
iVar4 = *(int *)(this + 0x580);
this_00 = (CVGuiScreen *)
CreateVGuiScreen("vgui_screen","slideshow_display_screen",(CBaseEntity *)this,
(CBaseEntity *)this,-1);
pcVar2 = *(code **)(*(int *)this_00 + 0x194);
uVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
(*pcVar2)(this_00,uVar3);
CVGuiScreen::SetActualSize(this_00,(float)iVar1,(float)iVar4);
CVGuiScreen::SetActive(this_00,true);
CVGuiScreen::MakeVisibleOnlyToTeammates(this_00,false);
CVGuiScreen::SetTransparency(this_00,true);
iVar4 = CUtlVector<CHandle<CVGuiScreen>,CUtlMemory<CHandle<CVGuiScreen>,int>>::InsertBefore
((CUtlVector<CHandle<CVGuiScreen>,CUtlMemory<CHandle<CVGuiScreen>,int>> *)
(this + 0x588),*(int *)(this + 0x594));
iVar1 = *(int *)(this + 0x588);
puVar5 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
*(undefined4 *)(iVar1 + iVar4 * 4) = *puVar5;
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.