L L4D2node

DownloadCache::BuildKeyNames

0x0013c6e0 · 160 bytes · __thiscall

_ZN13DownloadCache13BuildKeyNamesEPKc

Decompiled

undefined (2 params)

/* DownloadCache::BuildKeyNames(char const*) */

void __thiscall DownloadCache::BuildKeyNames(DownloadCache *this,char *param_1)

{
  char cVar1;
  char *pcVar2;
  char *pcVar3;
  
  if (param_1 != (char *)0x0) {
    pcVar2 = (char *)CloneString(param_1);
    cVar1 = *pcVar2;
    pcVar3 = pcVar2;
    while (cVar1 != '\0') {
      if ((cVar1 == '\\') || (cVar1 == '/')) {
        *pcVar3 = '_';
      }
      pcVar3 = pcVar3 + 1;
      cVar1 = *pcVar3;
    }
    V_snprintf((char *)(this + 4),0x140,"cachefile_%s",pcVar2);
    V_snprintf((char *)(this + 0x144),0x140,"timestamp_%s",pcVar2);
    operator_delete__(pcVar2);
    return;
  }
  this[4] = (DownloadCache)0x0;
  this[0x144] = (DownloadCache)0x0;
  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)