L L4D2node

CRecipientFilter::RemoveSplitScreenPlayers

0x00805f30 · 124 bytes · __thiscall

_ZN16CRecipientFilter24RemoveSplitScreenPlayersEv

Decompiled

undefined (1 param)

/* CRecipientFilter::RemoveSplitScreenPlayers() */

void __thiscall CRecipientFilter::RemoveSplitScreenPlayers(CRecipientFilter *this)

{
  char cVar1;
  int iVar2;
  CBasePlayer *this_00;
  int iVar3;
  
  iVar2 = (**(code **)(*(int *)this + 0x10))(this);
  iVar2 = iVar2 + -1;
  iVar3 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      this_00 = (CBasePlayer *)UTIL_PlayerByIndex(*(int *)(*(int *)(this + 8) + iVar3));
      if ((this_00 != (CBasePlayer *)0x0) &&
         (cVar1 = CBasePlayer::IsSplitScreenPlayer(this_00), cVar1 != '\0')) {
        CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsLeft
                  ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 8),iVar2,1);
        *(int *)(this + 0x14) = *(int *)(this + 0x14) + -1;
      }
      iVar2 = iVar2 + -1;
      iVar3 = iVar3 + -4;
    } while (iVar2 != -1);
  }
  return;
}

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)