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 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.