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 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.