CBaseServer::ProcessSplitScreenDisconnects
0x0010b940 · 198 bytes · __thiscall
_ZN11CBaseServer29ProcessSplitScreenDisconnectsEv
Decompiled
undefined (1 param)
/* CBaseServer::ProcessSplitScreenDisconnects() */
void __thiscall CBaseServer::ProcessSplitScreenDisconnects(CBaseServer *this)
{
int *piVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = 0;
if (0 < *(int *)(this + 0x164)) {
do {
iVar4 = 0;
piVar1 = (int *)(*(int *)(this + 0x158) + iVar3 * 8);
iVar2 = *piVar1;
if (0 < DAT_003a1734) {
do {
if (*(int *)(iVar2 + 0x18 + iVar4 * 4) == piVar1[1]) {
*(undefined4 *)(iVar2 + 0x18 + iVar4 * 4) = 0;
*(undefined1 *)(piVar1[1] + 0x11) = 1;
(**(code **)(*(int *)piVar1[1] + 0x3c))((int *)piVar1[1],"leaving splitscreen");
*(undefined1 *)(piVar1[1] + 0x10) = 0;
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_003a1734);
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x164));
}
*(undefined4 *)(this + 0x164) = 0;
CUtlMemory<CBaseServer::SplitDisconnect_t,int>::Purge
((CUtlMemory<CBaseServer::SplitDisconnect_t,int> *)(this + 0x158));
*(undefined4 *)(this + 0x168) = *(undefined4 *)(this + 0x158);
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.