CVEngineServer::GetNumSplitScreenUsersAttachedToEdict
0x0022cd60 · 97 bytes · __thiscall
_ZN14CVEngineServer37GetNumSplitScreenUsersAttachedToEdictEi
Decompiled
undefined (2 params)
/* CVEngineServer::GetNumSplitScreenUsersAttachedToEdict(int) */
int __thiscall
CVEngineServer::GetNumSplitScreenUsersAttachedToEdict(CVEngineServer *this,int param_1)
{
int *piVar1;
char cVar2;
int iVar3;
int iVar4;
iVar4 = 0;
if ((0 < param_1) && (param_1 <= DAT_003b8080)) {
piVar1 = *(int **)(DAT_003b8074 + -4 + param_1 * 4);
cVar2 = (**(code **)(*piVar1 + 0x94))(piVar1);
if ((cVar2 == '\0') && (1 < DAT_003a1734)) {
iVar4 = 0;
iVar3 = 1;
do {
iVar4 = (iVar4 + 1) - (uint)(piVar1[iVar3 + 6] == 0);
iVar3 = iVar3 + 1;
} while (iVar3 != DAT_003a1734);
}
}
return iVar4;
}
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.