L L4D2node

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 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)