L L4D2node

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 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)