L L4D2node

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 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)