L L4D2node

CUGCFileRequest::FileInSync

0x00228120 · 167 bytes · __thiscall

_ZN15CUGCFileRequest10FileInSyncEPKcS1_j

Decompiled

undefined (4 params)

/* CUGCFileRequest::FileInSync(char const*, char const*, unsigned int) */

char __thiscall
CUGCFileRequest::FileInSync(CUGCFileRequest *this,char *param_1,char *param_2,uint param_3)

{
  char cVar1;
  uint uVar2;
  int in_GS_OFFSET;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (param_2 != (char *)0x0) {
    V_SafeComposeFilename(param_1,param_2,local_114,0x104);
    cVar1 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x28))(g_pFullFileSystem + 4,local_114,0)
    ;
    if (cVar1 != '\0') {
      if (param_3 != 0) {
        uVar2 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x34))
                          (g_pFullFileSystem + 4,local_114,&DAT_002a0772);
        cVar1 = param_3 < uVar2;
      }
      goto LAB_002281b2;
    }
  }
  cVar1 = '\0';
LAB_002281b2:
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return cVar1;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)