CVEngineServer::GetSplitScreenPlayerForEdict
0x0022b6a0 · 93 bytes · __thiscall
_ZN14CVEngineServer28GetSplitScreenPlayerForEdictEii
Decompiled
undefined (3 params)
/* CVEngineServer::GetSplitScreenPlayerForEdict(int, int) */
undefined4 __thiscall
CVEngineServer::GetSplitScreenPlayerForEdict(CVEngineServer *this,int param_1,int param_2)
{
int *piVar1;
char cVar2;
if ((0 < param_1) && (param_1 <= DAT_003b8080)) {
piVar1 = *(int **)(DAT_003b8074 + -4 + param_1 * 4);
cVar2 = (**(code **)(*piVar1 + 0x94))(piVar1);
if ((cVar2 == '\0') &&
(((0 < param_2 && (param_2 < DAT_003a1734)) && (piVar1[param_2 + 6] != 0)))) {
return *(undefined4 *)((int)&__DT_REL[0x14c5].r_offset + piVar1[param_2 + 6]);
}
}
return 0;
}
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.