L L4D2node

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 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)