L L4D2node

CUGCFileRequestManager::GetFileRequestHandleByFilename

0x00222bc0 · 47 bytes · __thiscall

_ZNK22CUGCFileRequestManager30GetFileRequestHandleByFilenameEPKc

Decompiled

undefined (2 params)

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

undefined8 __thiscall
CUGCFileRequestManager::GetFileRequestHandleByFilename(CUGCFileRequestManager *this,char *param_1)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  puVar1 = (undefined4 *)GetFileRequestByFilename(this,param_1);
  uVar3 = 0xffffffff;
  uVar2 = 0xffffffff;
  if (puVar1 != (undefined4 *)0x0) {
    uVar2 = *puVar1;
    uVar3 = puVar1[1];
  }
  return CONCAT44(uVar3,uVar2);
}

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)