L L4D2node

CUGCFileRequest::GetFullPath

0x002281d0 · 76 bytes · __thiscall

_ZNK15CUGCFileRequest11GetFullPathEPcj

Decompiled

undefined (3 params)

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

void __thiscall CUGCFileRequest::GetFullPath(CUGCFileRequest *this,char *param_1,uint param_2)

{
  CUGCFileRequest *pCVar1;
  CUGCFileRequest *pCVar2;
  
  pCVar1 = this + 0x248;
  if (this[0x144] != (CUGCFileRequest)0x0) {
    pCVar1 = this + 0x144;
  }
  pCVar2 = (CUGCFileRequest *)0x0;
  if (this[0x40] != (CUGCFileRequest)0x0) {
    pCVar2 = this + 0x40;
  }
  V_SafeComposeFilename((char *)pCVar2,(char *)pCVar1,param_1,param_2);
  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)