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 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.