L L4D2node

CBaseClient::DisconnectSplitScreenUser

0x000fa2b0 · 209 bytes · __thiscall

_ZN11CBaseClient25DisconnectSplitScreenUserEPS_

Decompiled

undefined (2 params)

/* CBaseClient::DisconnectSplitScreenUser(CBaseClient*) */

void __thiscall CBaseClient::DisconnectSplitScreenUser(CBaseClient *this,CBaseClient *param_1)

{
  undefined **local_64;
  undefined1 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined8 local_50;
  undefined4 local_48;
  undefined4 local_44;
  undefined8 local_40;
  undefined4 local_38;
  undefined4 local_34;
  undefined1 local_30;
  undefined8 local_2c;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  CBaseServer::QueueSplitScreenDisconnect((CBaseServer *)&sv,this,param_1);
  local_10 = *(undefined4 *)(param_1 + 0x34);
  local_14 = *(undefined4 *)(param_1 + 0x14);
  local_50 = 0;
  local_40 = 0;
  local_2c = 0;
  local_58 = 0;
  local_54 = 0;
  local_48 = 0;
  local_44 = 0;
  local_38 = 0;
  local_34 = 0;
  local_30 = 0;
  local_24 = 0;
  local_20 = 0;
  local_60 = 1;
  local_5c = 0;
  local_64 = &PTR__SVC_SplitScreen_002a2188;
  local_18 = 1;
  (**(code **)(**(int **)(this + 0xe8) + 0x128))(*(int **)(this + 0xe8),local_14);
  (**(code **)(*(int *)this + 100))(this,&local_64,1,0);
  return;
}

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)