L L4D2node

CUGCFileRequest::ThrowError

0x00227fa0 · 127 bytes · __thiscall

_ZN15CUGCFileRequest10ThrowErrorEPKcz

Decompiled

undefined (2 params)

/* CUGCFileRequest::ThrowError(char const*, ...) */

undefined4 __thiscall CUGCFileRequest::ThrowError(CUGCFileRequest *this,char *param_1,...)

{
  char cVar1;
  
  V_vsnprintf((char *)(this + 0x398),0x200,param_1,&stack0x0000000c);
  cVar1 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,1);
  if (cVar1 != '\0') {
    LoggingSystem_Log(LOG_WORKSHOP,1,&DAT_002c48a3,this + 0x398);
  }
  *(undefined4 *)(this + 0x598) = 0xffffffff;
  return 0xffffffff;
}

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)