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 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.