CVGuiScreen::SetAttachedToViewModel
0x00b3e720 · 186 bytes · __thiscall
_ZN11CVGuiScreen22SetAttachedToViewModelEb
Decompiled
undefined (2 params)
/* CVGuiScreen::SetAttachedToViewModel(bool) */
void __thiscall CVGuiScreen::SetAttachedToViewModel(CVGuiScreen *this,bool param_1)
{
uint uVar1;
CBaseEdict *pCVar2;
int iVar3;
uVar1 = *(uint *)(this + 0x458);
if (param_1 == (bool)((byte)uVar1 & 1)) {
return;
}
if (!param_1) {
if (uVar1 != (uVar1 & 0xfffffffb)) {
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x458) = uVar1 & 0xfffffffb;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
return;
}
if ((uVar1 | 4) != uVar1) {
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x458) = uVar1 | 4;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
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
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
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