L L4D2node

CGameClient::ProcessFileCRCCheck

0x001e9080 · 7 bytes · __thiscall

_ZThn8_N11CGameClient19ProcessFileCRCCheckEP16CLC_FileCRCCheck

Decompiled

undefined (2 params)

/* non-virtual thunk to CGameClient::ProcessFileCRCCheck(CLC_FileCRCCheck*) */

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

{
  ProcessFileCRCCheck((CLC_FileCRCCheck *)(this + -8));
  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)