L L4D2node

DownloadCache::PersistToCache

0x0013ce70 · 279 bytes · __thiscall

_ZN13DownloadCache14PersistToCacheEPK14RequestContext

Decompiled

undefined (2 params)

/* DownloadCache::PersistToCache(RequestContext const*) */

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

{
  int iVar1;
  IBaseFileSystem *pIVar2;
  int in_GS_OFFSET;
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((((*(int *)this != 0) && (param_1 != (RequestContext *)0x0)) &&
      (*(int *)(param_1 + 0x520) != 0)) &&
     ((*(int *)(param_1 + 0x514) != 0 && (*(int *)(param_1 + 0x518) != 0)))) {
    GenerateCacheFilename(this,param_1,local_1020);
    iVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                      (g_pFileSystem + 4,local_1020,&DAT_002a5c80,0);
    if (iVar1 != 0) {
      (**(code **)(*(int *)(g_pFileSystem + 4) + 4))
                (g_pFileSystem + 4,*(undefined4 *)(param_1 + 0x520),*(undefined4 *)(param_1 + 0x518)
                 ,iVar1);
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar1);
      pIVar2 = (IBaseFileSystem *)0x0;
      if (g_pFileSystem != 0) {
        pIVar2 = (IBaseFileSystem *)(g_pFileSystem + 4);
      }
      KeyValues::SaveToFile(*(KeyValues **)this,pIVar2,"cache/DownloadCache.db",(char *)0x0);
    }
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)