CSlideshowDisplay::RestoreControlPanels
0x00823830 · 281 bytes · __thiscall
_ZN17CSlideshowDisplay20RestoreControlPanelsEv
Decompiled
undefined (1 param)
/* CSlideshowDisplay::RestoreControlPanels() */
void __thiscall CSlideshowDisplay::RestoreControlPanels(CSlideshowDisplay *this)
{
uint uVar1;
CVGuiScreen *this_00;
char *pcVar2;
int iVar3;
int iVar4;
undefined4 *puVar5;
undefined *puVar6;
this_00 = (CVGuiScreen *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"vgui_screen");
do {
if (this_00 == (CVGuiScreen *)0x0) {
pcVar2 = (char *)CVGuiScreen::GetPanelName((CVGuiScreen *)0x0);
iVar3 = _V_strcmp(pcVar2,"slideshow_display_screen");
if (iVar3 == 0) {
return;
}
}
else {
uVar1 = *(uint *)(this_00 + 0x220);
if (((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
if (this == (CSlideshowDisplay *)0x0) goto LAB_008238c0;
}
else if (this == *(CSlideshowDisplay **)(puVar6 + 4)) {
LAB_008238c0:
pcVar2 = (char *)CVGuiScreen::GetPanelName(this_00);
iVar3 = _V_strcmp(pcVar2,"slideshow_display_screen");
if (iVar3 == 0) {
iVar4 = CUtlVector<CHandle<CVGuiScreen>,CUtlMemory<CHandle<CVGuiScreen>,int>>::
InsertBefore((CUtlVector<CHandle<CVGuiScreen>,CUtlMemory<CHandle<CVGuiScreen>,int>>
*)(this + 0x588),*(int *)(this + 0x594));
iVar3 = *(int *)(this + 0x588);
puVar5 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
*(undefined4 *)(iVar3 + iVar4 * 4) = *puVar5;
CVGuiScreen::SetActive(this_00,true);
return;
}
}
}
this_00 = (CVGuiScreen *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)this_00,"vgui_screen");
} while( true );
}
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.