L L4D2node

CNetChan::DetachSplitPlayer

0x001b4f20 · 129 bytes · __thiscall

_ZN8CNetChan17DetachSplitPlayerEi

Decompiled

undefined (2 params)

/* CNetChan::DetachSplitPlayer(int) */

void __thiscall CNetChan::DetachSplitPlayer(CNetChan *this,int param_1)

{
  ushort uVar1;
  int local_24 [5];
  
  local_24[1] = 0;
  local_24[0] = param_1;
  uVar1 = CUtlRBTree<CNetChan::SplitPlayer_t,unsigned_short,bool(*)(CNetChan::SplitPlayer_t_const&,CNetChan::SplitPlayer_t_const&),CUtlMemory<UtlRBTreeNode_t<CNetChan::SplitPlayer_t,unsigned_short>,unsigned_short>>
          ::Find((CUtlRBTree<CNetChan::SplitPlayer_t,unsigned_short,bool(*)(CNetChan::SplitPlayer_t_const&,CNetChan::SplitPlayer_t_const&),CUtlMemory<UtlRBTreeNode_t<CNetChan::SplitPlayer_t,unsigned_short>,unsigned_short>>
                  *)(this + 0x4240),(SplitPlayer_t *)local_24);
  if (uVar1 != 0xffff) {
    CUtlRBTree<CNetChan::SplitPlayer_t,unsigned_short,bool(*)(CNetChan::SplitPlayer_t_const&,CNetChan::SplitPlayer_t_const&),CUtlMemory<UtlRBTreeNode_t<CNetChan::SplitPlayer_t,unsigned_short>,unsigned_short>>
    ::Unlink((CUtlRBTree<CNetChan::SplitPlayer_t,unsigned_short,bool(*)(CNetChan::SplitPlayer_t_const&,CNetChan::SplitPlayer_t_const&),CUtlMemory<UtlRBTreeNode_t<CNetChan::SplitPlayer_t,unsigned_short>,unsigned_short>>
              *)(this + 0x4240),uVar1);
    *(ushort *)(*(int *)(this + 0x4244) + (uint)uVar1 * 0x10) = uVar1;
    *(undefined2 *)(*(int *)(this + 0x4244) + 2 + (uint)uVar1 * 0x10) =
         *(undefined2 *)(this + 0x4254);
    *(short *)(this + 0x4252) = *(short *)(this + 0x4252) + -1;
    *(ushort *)(this + 0x4254) = uVar1;
  }
  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)