L L4D2node

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 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)