L L4D2node

CGameClient::FileSent

0x001e8cb0 · 44 bytes · __cdecl

_ZN11CGameClient8FileSentEPKcjb

Decompiled

undefined (3 params)

/* CGameClient::FileSent(char const*, unsigned int, bool) */

void CGameClient::FileSent(char *param_1,uint param_2,bool param_3)

{
  (**(code **)(*(int *)param_1 + 0x1c))(param_1);
  ConMsg("Sending file \'%s\' from client %s failed.\n");
  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)