CBaseClient::ProcessSplitPlayerConnect
0x000f7e60 · 384 bytes · __thiscall
_ZN11CBaseClient25ProcessSplitPlayerConnectEP22CLC_SplitPlayerConnect
Decompiled
undefined (2 params)
/* CBaseClient::ProcessSplitPlayerConnect(CLC_SplitPlayerConnect*) */
undefined4 __thiscall
CBaseClient::ProcessSplitPlayerConnect(CBaseClient *this,CLC_SplitPlayerConnect *param_1)
{
char cVar1;
int iVar2;
int *piVar3;
undefined **local_74;
undefined1 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined8 local_60;
undefined4 local_58;
undefined4 local_54;
undefined8 local_50;
undefined4 local_48;
undefined4 local_44;
undefined1 local_40;
undefined8 local_3c;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
int local_24;
int local_20;
if (DAT_003a1734 < 2) {
LAB_000f7e9f:
Warning("no more split screen slots!\n");
(**(code **)(*(int *)this + 0x3c))(this,"No more split screen slots!");
return 1;
}
if (*(int *)(this + 0x1c) == 0) {
iVar2 = 1;
}
else {
iVar2 = 1;
do {
iVar2 = iVar2 + 1;
if (iVar2 == DAT_003a1734) goto LAB_000f7e9f;
} while (*(int *)(this + iVar2 * 4 + 0x18) != 0);
if (iVar2 == -1) goto LAB_000f7e9f;
}
piVar3 = (int *)CBaseServer::CreateSplitClient
((CBaseServer *)&sv,(CUtlVector *)(param_1 + 0x4c),this);
if (piVar3 != (int *)0x0) {
piVar3[5] = iVar2;
*(int **)(this + iVar2 * 4 + 0x18) = piVar3;
local_3c = 0;
local_40 = 0;
local_34 = 0;
local_30 = 0;
local_20 = piVar3[0xd];
local_60 = 0;
local_50 = 0;
local_68 = 0;
local_64 = 0;
local_58 = 0;
local_54 = 0;
local_48 = 0;
local_44 = 0;
local_70 = 1;
local_6c = 0;
local_74 = &PTR__SVC_SplitScreen_002a2188;
local_28 = 0;
local_24 = iVar2;
(**(code **)(**(int **)(this + 0xe8) + 0x124))(*(int **)(this + 0xe8),iVar2,piVar3[0x3a]);
(**(code **)(*(int *)this + 100))(this,&local_74,1,0);
cVar1 = (**(code **)(*(int *)piVar3[10] + 0x74))((int *)piVar3[10]);
if (cVar1 != '\0') {
(**(code **)(*piVar3 + 0xf4))(piVar3);
return 1;
}
}
return 1;
}
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.