L L4D2node

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 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)