L L4D2node

CUGCFileRequestManager::GetFileRequestByFilename

0x00222a80 · 296 bytes · __thiscall

_ZNK22CUGCFileRequestManager24GetFileRequestByFilenameEPKc

Decompiled

undefined (2 params)

/* CUGCFileRequestManager::GetFileRequestByFilename(char const*) const */

int __thiscall
CUGCFileRequestManager::GetFileRequestByFilename(CUGCFileRequestManager *this,char *param_1)

{
  int iVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  int in_GS_OFFSET;
  char local_124 [260];
  int local_20;
  
  iVar4 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(short *)(this + 0x12) != 0) {
    uVar3 = 0;
    do {
      iVar2 = *(int *)(*(int *)(this + 4) + 0x10 + iVar4);
      CUGCFileRequest::GetFullPath((CUGCFileRequest *)(iVar2 + 0x328),local_124,0x104);
      iVar1 = _V_stricmp(local_124,param_1);
      if (iVar1 == 0) goto LAB_00222b27;
      uVar3 = uVar3 + 1;
      iVar4 = iVar4 + 0x14;
    } while (uVar3 < *(ushort *)(this + 0x12));
  }
  iVar4 = 0;
  if (0 < *(int *)(this + 0x28)) {
    do {
      iVar2 = *(int *)(*(int *)(this + 0x1c) + iVar4 * 4);
      CUGCFileRequest::GetFullPath((CUGCFileRequest *)(iVar2 + 0x328),local_124,0x104);
      iVar1 = _V_stricmp(local_124,param_1);
      if (iVar1 == 0) goto LAB_00222b27;
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x28));
  }
  iVar2 = 0;
LAB_00222b27:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)