L L4D2node

CHLTVClient::FileReceived

0x00168490 · 7 bytes · __thiscall

_ZThn4_N11CHLTVClient12FileReceivedEPKcjb

Decompiled

undefined (4 params)

/* non-virtual thunk to CHLTVClient::FileReceived(char const*, unsigned int, bool) */

void __thiscall CHLTVClient::FileReceived(CHLTVClient *this,char *param_1,uint param_2,bool param_3)

{
  FileReceived((char *)(this + -4),(uint)param_1,param_2._0_1_);
  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)