L L4D2node

CBaseClient::SplitScreenDisconnect

0x000fa390 · 81 bytes · __thiscall

_ZN11CBaseClient21SplitScreenDisconnectERK8CCommand

Decompiled

undefined (2 params)

/* CBaseClient::SplitScreenDisconnect(CCommand const&) */

void __thiscall CBaseClient::SplitScreenDisconnect(CBaseClient *this,CCommand *param_1)

{
  int iVar1;
  
  iVar1 = 1;
  if (1 < *(int *)param_1) {
    iVar1 = V_atoi(*(char **)(param_1 + 0x40c));
    if (2 < iVar1 - 1U) {
      iVar1 = 1;
    }
  }
  if (*(CBaseClient **)(this + iVar1 * 4 + 0x18) != (CBaseClient *)0x0) {
    DisconnectSplitScreenUser(this,*(CBaseClient **)(this + iVar1 * 4 + 0x18));
    return;
  }
  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)