CGameClient::FileRequested
0x001e8e00 · 118 bytes · __cdecl
_ZN11CGameClient13FileRequestedEPKcjb
Decompiled
undefined (3 params)
/* CGameClient::FileRequested(char const*, unsigned int, bool) */
void CGameClient::FileRequested(char *param_1,uint param_2,bool param_3)
{
undefined4 uVar1;
undefined4 uStack00000010;
uVar1 = (**(code **)(**(int **)(param_1 + 0xe8) + 4))(*(int **)(param_1 + 0xe8));
DevMsg("File \'%s\' requested from client %s.\n",param_2,uVar1);
uStack00000010 = 0;
if (*(int *)(sv_allowdownload._28_4_ + 0x30) == 0) {
/* WARNING: Could not recover jumptable at 0x001e8e65. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(param_1 + 0xe8) + 0xb4))();
return;
}
/* WARNING: Could not recover jumptable at 0x001e8e7d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(param_1 + 0xe8) + 0xb0))();
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.