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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.