L L4D2node

CGameClient::ProcessFileCRCCheck

0x001e8e90 · 426 bytes · __thiscall

_ZN11CGameClient19ProcessFileCRCCheckEP16CLC_FileCRCCheck.part.7

Decompiled

undefined (2 params)

/* CGameClient::ProcessFileCRCCheck(CLC_FileCRCCheck*) [clone .part.7] */

void __thiscall CGameClient::ProcessFileCRCCheck(CGameClient *this,CLC_FileCRCCheck *param_1)

{
  int iVar1;
  int *in_EAX;
  int iVar2;
  undefined4 uVar3;
  int iVar4;
  int in_EDX;
  char *pcVar5;
  int in_GS_OFFSET;
  int local_424;
  char local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar5 = local_420;
  for (iVar4 = 0x100; iVar4 != 0; iVar4 = iVar4 + -1) {
    pcVar5[0] = '\0';
    pcVar5[1] = '\0';
    pcVar5[2] = '\0';
    pcVar5[3] = '\0';
    pcVar5 = pcVar5 + 4;
  }
  iVar1 = in_EDX + 0x150;
  iVar4 = in_EDX + 0x4c;
  iVar2 = (**(code **)(*g_pFileSystem + 0x17c))(g_pFileSystem,iVar4,iVar1,&local_424);
  if (iVar2 == 0) {
    V_snprintf(local_420,0x400,
               "Pure server: client has loaded extra file [%s]\\%s. File must be removed to play on this server."
               ,iVar4,iVar1);
  }
  else if ((iVar2 == 1) && (*(int *)(in_EDX + 0x254) != local_424)) {
    V_snprintf(local_420,0x400,"Pure server: file [%s]\\%s does not match the server\'s file.",iVar4
               ,iVar1);
  }
  if (local_420[0] == '\0') {
    if (1 < *(int *)(sv_pure_trace._28_4_ + 0x30)) {
      uVar3 = (**(code **)(*in_EAX + 0x1c))();
      Msg("Pure server CRC check: client %s passed check for [%s]\\%s\n",uVar3,iVar4,iVar1);
    }
  }
  else if (*(int *)(sv_pure_kick_clients._28_4_ + 0x30) == 0) {
    (**(code **)(*in_EAX + 0x68))();
    if (0 < *(int *)(sv_pure_trace._28_4_ + 0x30)) {
      uVar3 = (**(code **)(*in_EAX + 0x2c))();
      Msg("[%s] %s\n",uVar3,local_420);
    }
  }
  else {
    (**(code **)(*in_EAX + 0x3c))();
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)