L L4D2node

CWorkshopFileInfoManager::GetPublishedFileInfoByID

0x0021c7f0 · 71 bytes · __cdecl

_ZNK24CWorkshopFileInfoManager24GetPublishedFileInfoByIDEy

Decompiled

undefined (1 param)

/* CWorkshopFileInfoManager::GetPublishedFileInfoByID(unsigned long long) const */

int CWorkshopFileInfoManager::GetPublishedFileInfoByID(ulonglong param_1)

{
  ushort uVar1;
  int iVar2;
  undefined4 local_14 [3];
  
  local_14[0] = param_1._4_4_;
  uVar1 = CUtlMap<unsigned_long_long,PublishedFileInfo_t,unsigned_short>::Find
                    ((CUtlMap<unsigned_long_long,PublishedFileInfo_t,unsigned_short> *)
                     ((int)param_1 + 0x40),(ulonglong *)local_14);
  if (uVar1 == 0xffff) {
    iVar2 = 0;
  }
  else {
    iVar2 = (uint)uVar1 * 0x2540 + *(int *)((int)param_1 + 0x44) + 0x10;
  }
  return iVar2;
}

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)