CVGuiScreen::Spawn
0x00b3ecf0 · 313 bytes · __thiscall
_ZN11CVGuiScreen5SpawnEv
Decompiled
undefined (1 param)
/* CVGuiScreen::Spawn() */
void __thiscall CVGuiScreen::Spawn(CVGuiScreen *this)
{
CBaseEdict *pCVar1;
int iVar2;
(**(code **)(*(int *)this + 0x6c))(this);
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x80;
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
if (*(int *)(this + 0x450) != 0) {
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 + 0x450) = 0;
}
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),3);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
SetActualSize(this,*(float *)(this + 0x444),*(float *)(this + 0x448));
if (*(int *)(this + 0x458) != 1) {
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 + 0x458) = 1;
}
if (this[0x105] != (CVGuiScreen)0x0) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CVGuiScreen)0x0;
}
CBaseEntity::AddFlag((CBaseEntity *)this,0x8000);
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.