CBasePlayer::IsSplitScreenPartner
0x007b9140 · 148 bytes · __thiscall
_ZN11CBasePlayer20IsSplitScreenPartnerEPS_
Decompiled
undefined (2 params)
/* CBasePlayer::IsSplitScreenPartner(CBasePlayer*) */
bool __thiscall CBasePlayer::IsSplitScreenPartner(CBasePlayer *this,CBasePlayer *param_1)
{
uint uVar1;
bool bVar2;
undefined *puVar3;
CBasePlayer *pCVar4;
if (param_1 == (CBasePlayer *)0x0) {
return false;
}
uVar1 = *(uint *)(param_1 + 0x234c);
pCVar4 = (CBasePlayer *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar4 = *(CBasePlayer **)(puVar3 + 4);
}
if (this == pCVar4) {
bVar2 = true;
}
else {
uVar1 = *(uint *)(this + 0x234c);
bVar2 = false;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
return param_1 == *(CBasePlayer **)(puVar3 + 4);
}
}
return bVar2;
}
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.