L L4D2node

DownloadCache::GetCachedData

0x0013c8d0 · 389 bytes · __thiscall

_ZN13DownloadCache13GetCachedDataEP14RequestContext

Decompiled

undefined (2 params)

/* DownloadCache::GetCachedData(RequestContext*) */

void __thiscall DownloadCache::GetCachedData(DownloadCache *this,RequestContext *param_1)

{
  int iVar1;
  uint uVar2;
  void *pvVar3;
  int iVar4;
  char *__src;
  int in_GS_OFFSET;
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)this != 0) {
    GetCacheFilename(this,param_1,local_1020);
    if (local_1020[0] != '\0') {
      iVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                        (g_pFileSystem + 4,local_1020,&DAT_002a3e98,0);
      if (iVar1 != 0) {
        uVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x18))(g_pFileSystem + 4,iVar1);
        pvVar3 = operator_new__(uVar2);
        iVar4 = g_pFileSystem;
        *(void **)(param_1 + 0x524) = pvVar3;
        iVar4 = (*(code *)**(undefined4 **)(iVar4 + 4))(iVar4 + 4,pvVar3,uVar2,iVar1);
        (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar1);
        if (iVar4 == 0) {
          if (*(void **)(param_1 + 0x524) != (void *)0x0) {
            operator_delete__(*(void **)(param_1 + 0x524));
          }
          *(undefined4 *)(param_1 + 0x524) = 0;
        }
        else {
          BuildKeyNames(this,(char *)(param_1 + 0x214));
          *(uint *)(param_1 + 0x51c) = uVar2;
          __src = (char *)KeyValues::GetString(*(KeyValues **)this,(char *)(this + 0x144),"");
          strncpy((char *)(param_1 + 0x414),__src,0x100);
        }
      }
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)