L L4D2node

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 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)