CVGuiScreen::SetActualSize
0x00b3eba0 · 296 bytes · __thiscall
_ZN11CVGuiScreen13SetActualSizeEff
Decompiled
undefined (3 params)
/* CVGuiScreen::SetActualSize(float, float) */
void __thiscall CVGuiScreen::SetActualSize(CVGuiScreen *this,float param_1,float param_2)
{
CBaseEdict *pCVar1;
float fVar2;
int iVar3;
float local_24;
float local_20;
undefined4 local_1c;
float local_18;
float local_14;
undefined4 local_10;
if (param_1 != *(float *)(this + 0x444)) {
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);
}
*(float *)(this + 0x444) = param_1;
}
if (param_2 != *(float *)(this + 0x448)) {
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);
}
*(float *)(this + 0x448) = param_2;
}
local_24 = 0.0;
local_20 = 0.0;
local_1c = 0xbdcccccd;
local_18 = 0.0;
local_14 = 0.0;
local_10 = 0x3dcccccd;
fVar2 = param_1;
if (0.0 < param_1) {
fVar2 = local_24;
local_18 = param_1;
}
local_24 = fVar2;
fVar2 = param_2;
if (0.0 < param_2) {
fVar2 = local_20;
local_14 = param_2;
}
local_20 = fVar2;
UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
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.