L L4D2node

CGameClient::FileReceived

0x001e8d30 · 83 bytes · __cdecl

_ZN11CGameClient12FileReceivedEPKcjb

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined3 in_stack_0000000d;
  
  iVar1 = 0;
  do {
    if (*(int *)(param_1 + iVar1 * 8 + 200) == _param_3) {
      *(int *)(param_1 + 0xe4) = *(int *)(param_1 + 0xe4) + 1;
                    /* WARNING: Could not recover jumptable at 0x001e8d88. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(**(int **)(param_1 + 0xb8) + 0xc0))();
      return;
    }
    iVar1 = iVar1 + 1;
  } while (iVar1 != 4);
  Msg();
  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)