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 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.