CVGuiScreen::CVGuiScreen
0x00b3e390 · 284 bytes · __thiscall
_ZN11CVGuiScreenC2Ev
Decompiled
undefined (1 param)
/* CVGuiScreen::CVGuiScreen() */
void __thiscall CVGuiScreen::CVGuiScreen(CVGuiScreen *this)
{
CBaseEdict *pCVar1;
int iVar2;
undefined *puVar3;
int iVar4;
uint uVar5;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CVGuiScreen_00d4ab48;
*(undefined4 *)(this + 0x45c) = 0xffffffff;
if (*(int *)(this + 0x454) == 0x3ff) {
uVar5 = 0xffffffff;
}
else {
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 == (CBaseEdict *)0x0) {
uVar5 = 0xffffffff;
}
else {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
/* try { // try from 00b3e3e5 to 00b3e47a has its CatchHandler @ 00b3e4ca */
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
uVar5 = *(uint *)(this + 0x45c);
}
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
uVar5 = 0xffffffff;
}
*(undefined4 *)(this + 0x454) = 0x3ff;
}
if ((g_pEntityList == (undefined *)0xfffffffc) || (*(int *)(g_pEntityList + 8) != 0)) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(g_pEntityList + 4);
}
if (((uVar5 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar5 >> 0xc)) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(puVar3 + 4);
}
if (iVar2 == iVar4) {
return;
}
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(undefined4 *)(this + 0x45c) = 0;
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x45c) = 0;
}
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.