L L4D2node

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 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)