L L4D2node

CBaseClientState::ConnectSplitScreen

0x00105b80 · 9 bytes · __thiscall

_ZN16CBaseClientState18ConnectSplitScreenEPKcS1_i

Decompiled

undefined (4 params)

/* CBaseClientState::ConnectSplitScreen(char const*, char const*, int) */

void __thiscall
CBaseClientState::ConnectSplitScreen(CBaseClientState *this,char *param_1,char *param_2,int param_3)

{
  ConnectInternal(this,param_1,param_2,param_3);
  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)