L L4D2node

CScriptHud::HUDSetLayout

0x00907130 · 221 bytes · __thiscall

_ZN10CScriptHud12HUDSetLayoutEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CScriptHud::HUDSetLayout(HSCRIPT__*) */

undefined4 __thiscall CScriptHud::HUDSetLayout(CScriptHud *this,HSCRIPT__ *param_1)

{
  undefined4 uVar1;
  undefined4 *puVar2;
  
  uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,param_1);
  *(undefined4 *)this = uVar1;
  puVar2 = (undefined4 *)CDirector::GetScriptScope(TheDirector,*(undefined4 *)(this + 0x18));
  uVar1 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,"UpdateHUDTable",*puVar2,1);
  *(undefined4 *)(this + 4) = uVar1;
  if (*(float *)(this + 0x10) != -1.0) {
    (**(code **)(*(int *)(this + 8) + 4))(this + 8,this + 0x10);
    *(undefined4 *)(this + 0x10) = 0xbf800000;
  }
  HUDFrameUpdate(this);
  uVar1 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"scriptedmode_reloadhud",0,0);
  (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,uVar1,0);
  return 1;
}

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)