CVGuiScreen::KeyValue
0x00b3ea00 · 353 bytes · __thiscall
_ZN11CVGuiScreen8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CVGuiScreen::KeyValue(char const*, char const*) */
undefined4 __thiscall CVGuiScreen::KeyValue(CVGuiScreen *this,char *param_1,char *param_2)
{
char *pcVar1;
int iVar2;
undefined4 uVar3;
QAngle local_e8 [12];
VMatrix local_dc [64];
VMatrix local_9c [64];
undefined4 local_5c;
undefined4 local_58;
undefined4 local_54;
pcVar1 = strchr(param_1,0x23);
if (pcVar1 != (char *)0x0) {
*pcVar1 = '\0';
}
if (param_1 != "panelname") {
iVar2 = _V_stricmp(param_1,"panelname");
if (iVar2 != 0) {
if (param_1 != "angles") {
iVar2 = _V_stricmp(param_1,"angles");
if (iVar2 != 0) {
uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return uVar3;
}
}
UTIL_StringToVector((float *)local_e8,param_2);
MatrixFromAngles(local_e8,local_dc);
local_5c = 0;
local_58 = 0x3f800000;
local_54 = 0;
MatrixBuildRotationAboutAxis(local_9c,(Vector *)&local_5c,90.0);
MatrixMultiply(local_dc,local_9c,(VMatrix *)&local_5c);
MatrixBuildRotateZ(local_9c,90.0);
MatrixMultiply((VMatrix *)&local_5c,local_9c,local_dc);
MatrixToAngles(local_dc,local_e8);
CBaseEntity::SetAbsAngles((CBaseEntity *)this,local_e8);
return 1;
}
}
SetPanelName(this,param_2);
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.