L L4D2node

CBaseClient::ProcessSplitScreenUser

0x000f7d90 · 172 bytes · __thiscall

_ZN11CBaseClient22ProcessSplitScreenUserEP19NET_SplitScreenUser

Decompiled

undefined (2 params)

/* CBaseClient::ProcessSplitScreenUser(NET_SplitScreenUser*) */

undefined4 __thiscall
CBaseClient::ProcessSplitScreenUser(CBaseClient *this,NET_SplitScreenUser *param_1)

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  
  uVar3 = (**(code **)(*(int *)this + 0x94))(this);
  if ((char)uVar3 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x000f7e28. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar3 = (**(code **)(**(int **)(this + 0x28) + 0xa8))();
    return uVar3;
  }
  iVar4 = *(int *)(param_1 + 0x4c);
  if (iVar4 == -1) {
    piVar1 = *(int **)(this + 0xe8);
    cVar2 = (**(code **)(*piVar1 + 0x120))(piVar1,piVar1);
  }
  else {
    if (*(int *)(this + iVar4 * 4 + 0x18) == 0) goto LAB_000f7df3;
    cVar2 = (**(code **)(**(int **)(this + 0xe8) + 0x120))
                      (*(int **)(this + 0xe8),
                       *(undefined4 *)(*(int *)(this + iVar4 * 4 + 0x18) + 0xe8));
  }
  if (cVar2 != '\0') {
    return 1;
  }
  iVar4 = *(int *)(param_1 + 0x4c);
LAB_000f7df3:
  Msg("Unable to set SetActiveChannel to user in slot %d\n",iVar4);
  return uVar3;
}

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)