L L4D2node

CBaseClient::IsSplitScreenPartner

0x000fa3f0 · 75 bytes · __thiscall

_ZNK11CBaseClient20IsSplitScreenPartnerEPKS_

Decompiled

undefined (2 params)

/* CBaseClient::IsSplitScreenPartner(CBaseClient const*) const */

bool __thiscall CBaseClient::IsSplitScreenPartner(CBaseClient *this,CBaseClient *param_1)

{
  char cVar1;
  
  if (param_1 != (CBaseClient *)0x0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x94))(param_1);
    if ((cVar1 != '\0') && (*(CBaseClient **)(param_1 + 0x28) == this)) {
      return (bool)cVar1;
    }
    cVar1 = (**(code **)(*(int *)this + 0x94))(this);
    if (cVar1 != '\0') {
      return param_1 == *(CBaseClient **)(this + 0x28);
    }
  }
  return false;
}

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)