L L4D2node

DownloadCache::GetCacheFilename

0x0013c840 · 126 bytes · __thiscall

_ZN13DownloadCache16GetCacheFilenameEPK14RequestContextPc

Decompiled

undefined (3 params)

/* DownloadCache::GetCacheFilename(RequestContext const*, char*) */

void __thiscall
DownloadCache::GetCacheFilename(DownloadCache *this,RequestContext *param_1,char *param_2)

{
  char *__src;
  int iVar1;
  char *pcVar2;
  char *pcVar3;
  bool bVar4;
  byte bVar5;
  
  bVar5 = 0;
  BuildKeyNames(this,(char *)(param_1 + 0x214));
  __src = (char *)KeyValues::GetString(*(KeyValues **)this,(char *)(this + 4),(char *)0x0);
  bVar4 = __src == (char *)0x0;
  if (!bVar4) {
    iVar1 = 5;
    pcVar2 = __src;
    pcVar3 = "cache";
    do {
      if (iVar1 == 0) break;
      iVar1 = iVar1 + -1;
      bVar4 = *pcVar2 == *pcVar3;
      pcVar2 = pcVar2 + (uint)bVar5 * -2 + 1;
      pcVar3 = pcVar3 + (uint)bVar5 * -2 + 1;
    } while (bVar4);
    if (bVar4) {
      strncpy(param_2,__src,0x1000);
      param_2[0xfff] = '\0';
      return;
    }
  }
  *param_2 = '\0';
  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)