L L4D2node

CVEngineServer::IsSplitScreenPlayer

0x0022cd20 · 46 bytes · __thiscall

_ZN14CVEngineServer19IsSplitScreenPlayerEi

Decompiled

undefined (2 params)

/* CVEngineServer::IsSplitScreenPlayer(int) */

undefined4 __thiscall CVEngineServer::IsSplitScreenPlayer(CVEngineServer *this,int param_1)

{
  undefined4 uVar1;
  
  if ((0 < param_1) && (param_1 <= DAT_003b8080)) {
                    /* WARNING: Could not recover jumptable at 0x0022cd56. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(**(int **)(DAT_003b8074 + -4 + param_1 * 4) + 0x94))();
    return uVar1;
  }
  return 0;
}

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)