L L4D2node

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 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)