L L4D2node

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 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)