L L4D2node

CGameClient::DownloadCustomizations

0x001e9150 · 276 bytes · __thiscall

_ZN11CGameClient22DownloadCustomizationsEv

Decompiled

undefined (1 param)

/* CGameClient::DownloadCustomizations() */

void __thiscall CGameClient::DownloadCustomizations(CGameClient *this)

{
  char cVar1;
  undefined4 uVar2;
  CGameClient *pCVar3;
  int in_GS_OFFSET;
  int local_138;
  char local_134 [16];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pCVar3 = this;
  do {
    if (*(int *)(pCVar3 + 0xc4) != 0) {
      local_138 = *(int *)(pCVar3 + 0xc4);
      V_binarytohex((uchar *)&local_138,4,local_134,0x10);
      V_snprintf(local_124,0x104,"%s/%s.dat","downloads",local_134);
      cVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x28))(g_pFileSystem + 4,local_124,0);
      if (cVar1 == '\0') {
        uVar2 = (**(code **)(**(int **)(this + 0xe8) + 0x100))(*(int **)(this + 0xe8),local_124,0);
        *(undefined4 *)(pCVar3 + 200) = uVar2;
      }
    }
    pCVar3 = pCVar3 + 8;
  } while (pCVar3 != this + 0x20);
  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)