L L4D2node

CBaseClient::GetAvailableSplitScreenSlot

0x000fa0d0 · 51 bytes · __thiscall

_ZNK11CBaseClient27GetAvailableSplitScreenSlotEv

Decompiled

undefined (1 param)

/* CBaseClient::GetAvailableSplitScreenSlot() const */

int __thiscall CBaseClient::GetAvailableSplitScreenSlot(CBaseClient *this)

{
  int iVar1;
  int iVar2;
  
  if (DAT_003a1734 < 2) {
LAB_000fa0fe:
    iVar2 = -1;
  }
  else {
    iVar2 = 1;
    iVar1 = *(int *)(this + 0x1c);
    while (iVar1 != 0) {
      iVar2 = iVar2 + 1;
      if (iVar2 == DAT_003a1734) goto LAB_000fa0fe;
      iVar1 = *(int *)(this + iVar2 * 4 + 0x18);
    }
  }
  return iVar2;
}

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)