CVGuiScreen::SetPlayerOwner
0x00b3ee40 · 307 bytes · __thiscall
_ZN11CVGuiScreen14SetPlayerOwnerEP11CBasePlayerb
Decompiled
undefined (3 params)
/* CVGuiScreen::SetPlayerOwner(CBasePlayer*, bool) */
void __thiscall CVGuiScreen::SetPlayerOwner(CVGuiScreen *this,CBasePlayer *param_1,bool param_2)
{
uint uVar1;
CBaseEdict *pCVar2;
uint *puVar3;
undefined *puVar4;
int iVar5;
uint uVar6;
int iVar7;
if (param_1 == (CBasePlayer *)0x0) {
uVar6 = 0xffffffff;
iVar7 = 0;
}
else {
puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar6 = *puVar3;
if (((uVar6 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar6 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar6 >> 0xc)) {
iVar7 = 0;
}
else {
iVar7 = *(int *)(puVar4 + 4);
}
}
uVar1 = *(uint *)(this + 0x45c);
if (((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(puVar4 + 4);
}
if (iVar7 != iVar5) {
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar7 + 2) = 0;
}
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x45c) = uVar6;
}
if ((param_2) && (*(int *)(this + 0x458) != 0x10)) {
if (this[0x6c] == (CVGuiScreen)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar7 + 2) = 0;
}
*(undefined4 *)(this + 0x458) = 0x10;
}
else {
this[0x70] = (CVGuiScreen)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x458) = 0x10;
}
}
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.