L L4D2node

CUGCFileRequest::StartUpload

0x00228020 · 112 bytes · __thiscall

_ZN15CUGCFileRequest11StartUploadER10CUtlBufferPKc

Decompiled

undefined (3 params)

/* CUGCFileRequest::StartUpload(CUtlBuffer&, char const*) */

void __thiscall
CUGCFileRequest::StartUpload(CUGCFileRequest *this,CUtlBuffer *param_1,char *param_2)

{
  undefined4 uVar1;
  char cVar2;
  longdouble lVar3;
  
  uVar1 = LOG_WORKSHOP;
  *(undefined4 *)(this + 0x598) = 0xffffffff;
  cVar2 = LoggingSystem_IsChannelEnabled(uVar1,0);
  if (cVar2 != '\0') {
    lVar3 = (longdouble)Plat_FloatTime();
    LoggingSystem_Log(LOG_WORKSHOP,0,"[UGC] Saving %s to user cloud. (%f)\n",param_2,(double)lVar3);
  }
  ThrowError(this,"[UGC] Failed to write file to cloud\n");
  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)