L L4D2node

CBasePlayer::SetSplitScreenPlayer

0x007b90e0 · 77 bytes · __thiscall

_ZN11CBasePlayer20SetSplitScreenPlayerEbPS_

Decompiled

undefined (3 params)

/* CBasePlayer::SetSplitScreenPlayer(bool, CBasePlayer*) */

void __thiscall
CBasePlayer::SetSplitScreenPlayer(CBasePlayer *this,bool param_1,CBasePlayer *param_2)

{
  undefined4 *puVar1;
  
  this[0x2349] = (CBasePlayer)param_1;
  if (param_2 != (CBasePlayer *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    *(undefined4 *)(this + 0x234c) = *puVar1;
    AddSplitScreenPlayer(param_2,this);
    return;
  }
  *(undefined4 *)(this + 0x234c) = 0xffffffff;
  return;
}

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)