CBaseServer::QueueSplitScreenDisconnect
0x0010b900 · 50 bytes · __thiscall
_ZN11CBaseServer26QueueSplitScreenDisconnectEP11CBaseClientS1_
Decompiled
undefined (3 params)
/* CBaseServer::QueueSplitScreenDisconnect(CBaseClient*, CBaseClient*) */
void __thiscall
CBaseServer::QueueSplitScreenDisconnect(CBaseServer *this,CBaseClient *param_1,CBaseClient *param_2)
{
CBaseClient *local_14;
CBaseClient *local_10;
local_14 = param_1;
local_10 = param_2;
CUtlVector<CBaseServer::SplitDisconnect_t,CUtlMemory<CBaseServer::SplitDisconnect_t,int>>::
InsertBefore((CUtlVector<CBaseServer::SplitDisconnect_t,CUtlMemory<CBaseServer::SplitDisconnect_t,int>>
*)(this + 0x158),*(int *)(this + 0x164),(SplitDisconnect_t *)&local_14);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.