CDownloadListGenerator::VerifyCriticalFiles
0x0013e4d0 · 325 bytes · __thiscall
_ZN22CDownloadListGenerator19VerifyCriticalFilesEPci
Decompiled
undefined (3 params)
/* CDownloadListGenerator::VerifyCriticalFiles(char*, int) */
void __thiscall
CDownloadListGenerator::VerifyCriticalFiles(CDownloadListGenerator *this,char *param_1,int param_2)
{
char cVar1;
int iVar2;
int iVar3;
CDownloadListGenerator *pCVar4;
int in_GS_OFFSET;
CDownloadListGenerator *pCVar5;
char *pcVar6;
int local_40;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
int local_20;
iVar3 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pCVar5 = this;
EnsureCRCFilePath();
local_40 = 0;
if (0 < *(int *)(this + 0x1a0)) {
do {
pCVar4 = (CDownloadListGenerator *)(*(int *)(this + 0x194) + iVar3);
cVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x28))
(g_pFileSystem + 4,pCVar4,"GAME_ROOT");
if (cVar1 == '\0') {
pCVar5 = pCVar4;
iVar2 = V_stristr((char *)pCVar4,"pak02_dir.vpk");
if ((iVar2 == 0) && (iVar2 = GetSteamUniverse(), iVar2 != 2)) {
pcVar6 = "File %s was not found.\n";
goto LAB_0013e5d1;
}
}
else {
local_30 = 0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
CalculateWhiteListCRC(this,(uchar *)&local_30,(char *)pCVar4);
pCVar5 = (CDownloadListGenerator *)&local_30;
iVar2 = _V_memcmp(pCVar5,(void *)(*(int *)(this + 0x194) + iVar3 + 0x104),0x10);
if (iVar2 != 0) {
pcVar6 = "File %s is not allowed to be modified.\n";
LAB_0013e5d1:
V_snprintf(param_1,param_2,pcVar6,pCVar4);
pCVar5 = (CDownloadListGenerator *)param_1;
break;
}
}
local_40 = local_40 + 1;
iVar3 = iVar3 + 0x115;
} while (local_40 < *(int *)(this + 0x1a0));
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail(pCVar5);
}
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.