L L4D2node

CGameClient::ProcessFileCRCCheck

0x001e9050 · 40 bytes · __cdecl

_ZN11CGameClient19ProcessFileCRCCheckEP16CLC_FileCRCCheck

Decompiled

undefined (1 param)

/* CGameClient::ProcessFileCRCCheck(CLC_FileCRCCheck*) */

undefined4 CGameClient::ProcessFileCRCCheck(CLC_FileCRCCheck *param_1)

{
  char cVar1;
  CGameClient *this;
  CLC_FileCRCCheck *in_stack_ffffffe8;
  
  this = (CGameClient *)&sv;
  cVar1 = CGameServer::IsInPureServerMode((CGameServer *)&sv);
  if (cVar1 != '\0') {
    ProcessFileCRCCheck(this,in_stack_ffffffe8);
  }
  return 1;
}

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)