CreateVGuiScreen
0x00b3efe0 · 161 bytes · __cdecl
_Z16CreateVGuiScreenPKcS0_P11CBaseEntityS2_i
Decompiled
undefined (5 params)
/* CreateVGuiScreen(char const*, char const*, CBaseEntity*, CBaseEntity*, int) */
CVGuiScreen *
CreateVGuiScreen(char *param_1,char *param_2,CBaseEntity *param_3,CBaseEntity *param_4,int param_5)
{
CBaseEdict *this;
CVGuiScreen *this_00;
int iVar1;
this_00 = (CVGuiScreen *)
CBaseEntity::Create(param_1,(Vector *)&vec3_origin,(QAngle *)&vec3_angle,param_3);
CVGuiScreen::SetPanelName(this_00,param_2);
CBaseEntity::FollowEntity((CBaseEntity *)this_00,param_3,true);
(**(code **)(*(int *)this_00 + 0x50))(this_00,param_4);
if (param_5 != *(int *)(this_00 + 0x450)) {
if (this_00[0x6c] == (CVGuiScreen)0x0) {
this = *(CBaseEdict **)(this_00 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this_00[0x70] = (CVGuiScreen)((byte)this_00[0x70] | 1);
}
*(int *)(this_00 + 0x450) = param_5;
}
return this_00;
}
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.