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 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.