L L4D2node

CNetChan::ChangeSplitUser

0x001b2590 · 46 bytes · __thiscall

_ZN8CNetChan15ChangeSplitUserER8bf_writei

Decompiled

undefined (3 params)

/* CNetChan::ChangeSplitUser(bf_write&, int) */

void __thiscall CNetChan::ChangeSplitUser(CNetChan *this,bf_write *param_1,int param_2)

{
  NET_SplitScreenUser local_5c [84];
  
  NET_SplitScreenUser::NET_SplitScreenUser(local_5c,param_2);
  NET_SplitScreenUser::WriteToBuffer(local_5c,param_1);
  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)