CBasePlayer::RemoveSplitScreenPlayer
0x0041a8d0 · 142 bytes · __thiscall
_ZN11CBasePlayer23RemoveSplitScreenPlayerEPS_
Decompiled
undefined (2 params)
/* CBasePlayer::RemoveSplitScreenPlayer(CBasePlayer*) */
void __thiscall CBasePlayer::RemoveSplitScreenPlayer(CBasePlayer *this,CBasePlayer *param_1)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
int iVar4;
undefined4 local_10 [2];
local_10[0] = 0xffffffff;
if (param_1 != (CBasePlayer *)0x0) {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_10[0] = *puVar1;
}
iVar2 = CUtlVector<CHandle<CBasePlayer>,CUtlMemory<CHandle<CBasePlayer>,int>>::Find
((CUtlVector<CHandle<CBasePlayer>,CUtlMemory<CHandle<CBasePlayer>,int>> *)
(this + 0x2350),(CHandle *)local_10);
if (iVar2 != -1) {
iVar4 = *(int *)(this + 0x235c);
iVar3 = (iVar4 - iVar2) + -1;
if (0 < iVar3) {
iVar2 = iVar2 * 4 + 4;
_V_memmove((void *)(*(int *)(this + 0x2350) + -4 + iVar2),
(void *)(*(int *)(this + 0x2350) + iVar2),iVar3 * 4);
iVar4 = *(int *)(this + 0x235c);
}
*(int *)(this + 0x235c) = iVar4 + -1;
}
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.