L L4D2node

CBaseClientState::FileRequested

0x000fcd30 · 95 bytes · __cdecl

_ZN16CBaseClientState13FileRequestedEPKcjb

Decompiled

undefined (3 params)

/* CBaseClientState::FileRequested(char const*, unsigned int, bool) */

void CBaseClientState::FileRequested(char *param_1,uint param_2,bool param_3)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(**(int **)(param_1 + 0x10) + 4))(*(int **)(param_1 + 0x10));
  ConMsg("File \'%s\' requested from %s.\n",param_2,uVar1);
                    /* WARNING: Could not recover jumptable at 0x000fcd8d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 0x10) + 0xb0))();
  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)