CVGuiScreen::SetOverlayMaterial
0x00b3e530 · 160 bytes · __thiscall
_ZN11CVGuiScreen18SetOverlayMaterialEPKc
Decompiled
undefined (2 params)
/* CVGuiScreen::SetOverlayMaterial(char const*) */
void __thiscall CVGuiScreen::SetOverlayMaterial(CVGuiScreen *this,char *param_1)
{
CBaseEdict *pCVar1;
int iVar2;
int iVar3;
iVar2 = GetMaterialIndex(param_1);
if (iVar2 == 0) {
if (*(int *)(this + 0x454) != 0x3ff) {
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;
}
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x454) = 0x3ff;
}
}
else if (iVar2 != *(int *)(this + 0x454)) {
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
}
*(int *)(this + 0x454) = iVar2;
return;
}
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.