L L4D2node

CUGCFileRequestManager::FileRequestExists

0x002231b0 · 45 bytes · __cdecl

_ZNK22CUGCFileRequestManager17FileRequestExistsEy

Decompiled

undefined (1 param)

/* CUGCFileRequestManager::FileRequestExists(unsigned long long) const */

bool CUGCFileRequestManager::FileRequestExists(ulonglong param_1)

{
  short sVar1;
  undefined4 local_18 [5];
  
  local_18[0] = param_1._4_4_;
  sVar1 = CUtlRBTree<CUtlMap<unsigned_long_long,UGCFileRequest_t_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,UGCFileRequest_t_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,UGCFileRequest_t_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
          ::Find((CUtlRBTree<CUtlMap<unsigned_long_long,UGCFileRequest_t_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,UGCFileRequest_t_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,UGCFileRequest_t_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                  *)param_1,(Node_t *)local_18);
  return sVar1 != -1;
}

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)