DownloadManager::CheckActiveDownload
0x0013daa0 · 319 bytes · __thiscall
_ZN15DownloadManager19CheckActiveDownloadEv
Decompiled
undefined (1 param)
/* DownloadManager::CheckActiveDownload() */
void __thiscall DownloadManager::CheckActiveDownload(DownloadManager *this)
{
int iVar1;
int iVar2;
char cVar3;
uint uVar4;
iVar1 = *(int *)(this + 0x14);
if ((iVar1 != 0) && (*(char *)(iVar1 + 3) != '\0')) {
iVar2 = *(int *)(iVar1 + 8);
if (iVar2 == 2) {
cVar3 = LoggingSystem_IsChannelEnabled(LOG_DownloadManager,0);
if (cVar3 != '\0') {
LoggingSystem_Log(LOG_DownloadManager,0,DownloadCompleteColor,"Download finished!\n");
}
if (*(int *)(*(RequestContext **)(this + 0x14) + 0x514) != 0) {
DownloadCache::PersistToDisk(TheDownloadCache,*(RequestContext **)(this + 0x14));
goto LAB_0013db93;
}
}
else {
if (iVar2 == 4) {
cVar3 = LoggingSystem_IsChannelEnabled(LOG_DownloadManager,0);
if (cVar3 != '\0') {
LoggingSystem_Log(LOG_DownloadManager,0,DownloadErrorColor,"Error downloading %s%s\n",
*(int *)(this + 0x14) + 0x14,*(int *)(this + 0x14) + 0x214);
}
LAB_0013db93:
**(undefined1 **)(this + 0x14) = 1;
CUtlVector<RequestContext*,CUtlMemory<RequestContext*,int>>::InsertBefore
((CUtlVector<RequestContext*,CUtlMemory<RequestContext*,int>> *)(this + 0x18),
*(int *)(this + 0x24),(RequestContext **)(this + 0x14));
*(undefined4 *)(this + 0x14) = 0;
return;
}
if (((iVar2 == 1) && (*(uint *)(iVar1 + 0x514) != 0)) &&
(uVar4 = (uint)(*(int *)(iVar1 + 0x518) * 100) / *(uint *)(iVar1 + 0x514),
*(uint *)(this + 0x2c) != uVar4)) {
*(uint *)(this + 0x2c) = uVar4;
}
}
}
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.