L L4D2node

CDownloadListGenerator::AlreadyVerified

0x0013f080 · 151 bytes · __thiscall

_ZN22CDownloadListGenerator15AlreadyVerifiedEPKc

Decompiled

undefined (2 params)

/* CDownloadListGenerator::AlreadyVerified(char const*) */

bool __thiscall CDownloadListGenerator::AlreadyVerified(CDownloadListGenerator *this,char *param_1)

{
  int iVar1;
  int in_GS_OFFSET;
  WhiteListFileData local_125 [260];
  undefined4 local_21;
  undefined4 local_1d;
  undefined4 local_19;
  undefined4 local_15;
  undefined1 local_11;
  int local_10;
  
  local_11 = 0;
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  local_21 = 0;
  local_1d = 0;
  local_19 = 0;
  local_15 = 0;
  if (param_1 == (char *)0x0) {
    local_125[0] = (WhiteListFileData)0x0;
  }
  else {
    V_strncpy((char *)local_125,param_1,0x104);
  }
  iVar1 = CUtlVector<CDownloadListGenerator::WhiteListFileData,CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>>
          ::Find((CUtlVector<CDownloadListGenerator::WhiteListFileData,CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>>
                  *)(this + 0x180),local_125);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar1 != -1;
  }
                    /* 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)