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 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.