L L4D2node

CDownloadListGenerator::PrintConsistencyList

0x0013e630 · 216 bytes · __thiscall

_ZN22CDownloadListGenerator20PrintConsistencyListEv

Decompiled

undefined (1 param)

/* CDownloadListGenerator::PrintConsistencyList() */

void __thiscall CDownloadListGenerator::PrintConsistencyList(CDownloadListGenerator *this)

{
  byte bVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  iVar3 = 0;
  if (0 < *(int *)(this + 0x18c)) {
    do {
      iVar2 = *(int *)(this + 0x180) + iVar4;
      bVar1 = *(byte *)(iVar2 + 0x114);
      Msg("%s ",iVar2);
      if ((bVar1 & 2) != 0) {
        Msg("check_crc",iVar2);
      }
      if ((bVar1 & 0x10) != 0) {
        Msg("+allow_in_coop",iVar2);
      }
      if ((bVar1 & 0x20) != 0) {
        Msg("+allow_in_addon",iVar2);
      }
      if ((bVar1 & 0x40) != 0) {
        Msg("+check_every_map",iVar2);
      }
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 0x115;
      Msg("\n",iVar2);
    } while (iVar3 < *(int *)(this + 0x18c));
  }
  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)