CBasePlayer::IsSplitScreenUserOnEdict
0x007b9250 · 113 bytes · __thiscall
_ZN11CBasePlayer24IsSplitScreenUserOnEdictEP7edict_t
Decompiled
undefined (2 params)
/* CBasePlayer::IsSplitScreenUserOnEdict(edict_t*) */
CBasePlayer __thiscall CBasePlayer::IsSplitScreenUserOnEdict(CBasePlayer *this,edict_t *param_1)
{
int *piVar1;
uint uVar2;
int iVar3;
undefined *puVar4;
CBasePlayer CVar5;
CVar5 = this[0x2349];
if ((CVar5 != (CBasePlayer)0x0) &&
((((param_1 == (edict_t *)0x0 || (piVar1 = *(int **)(param_1 + 0xc), piVar1 == (int *)0x0)) ||
(iVar3 = (**(code **)(*piVar1 + 0x18))(piVar1), iVar3 == 0)) ||
(((uVar2 = *(uint *)(this + 0x234c), uVar2 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar2 >> 0xc || (iVar3 != *(int *)(puVar4 + 4))))))))) {
CVar5 = (CBasePlayer)0x0;
}
return CVar5;
}
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.