L L4D2node

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 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)