CBasePlayer::GetSplitScreenPlayerSlot
0x007b9410 · 167 bytes · __thiscall
_ZN11CBasePlayer24GetSplitScreenPlayerSlotEv
Decompiled
undefined (1 param)
/* CBasePlayer::GetSplitScreenPlayerSlot() */
undefined4 __thiscall CBasePlayer::GetSplitScreenPlayerSlot(CBasePlayer *this)
{
uint uVar1;
int *piVar2;
int iVar3;
CBasePlayer *pCVar4;
undefined *puVar5;
if (this[0x2349] != (CBasePlayer)0x0) {
uVar1 = *(uint *)(this + 0x234c);
if (((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(puVar5 + 4);
}
if (*(int *)(iVar3 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(iVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
iVar3 = (**(code **)(*engine + 0x1d4))(engine,iVar3,1);
if (((iVar3 != 0) && (piVar2 = *(int **)(iVar3 + 0xc), piVar2 != (int *)0x0)) &&
(pCVar4 = (CBasePlayer *)(**(code **)(*piVar2 + 0x18))(piVar2), pCVar4 == this)) {
return 1;
}
}
return 0;
}
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.