L L4D2node

CUGCFileRequestManager::GetFullPath

0x00222f50 · 89 bytes · __cdecl

_ZNK22CUGCFileRequestManager11GetFullPathEyPcj

Decompiled

undefined (3 params)

/* CUGCFileRequestManager::GetFullPath(unsigned long long, char*, unsigned int) const */

void CUGCFileRequestManager::GetFullPath(ulonglong param_1,char *param_2,uint param_3)

{
  int iVar1;
  uint in_stack_00000014;
  
  iVar1 = GetFileRequestByHandle(param_1);
  if (iVar1 != 0) {
    CUGCFileRequest::GetFullPath
              ((CUGCFileRequest *)(iVar1 + 0x328),(char *)param_3,in_stack_00000014);
    return;
  }
  _V_memset((void *)param_3,0,in_stack_00000014);
  return;
}

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)