L L4D2node

CUGCFileRequest::MarkCompleteAndFree

0x00228650 · 267 bytes · __thiscall

_ZN15CUGCFileRequest19MarkCompleteAndFreeEv

Decompiled

undefined (1 param)

/* CUGCFileRequest::MarkCompleteAndFree() */

void __thiscall CUGCFileRequest::MarkCompleteAndFree(CUGCFileRequest *this)

{
  char cVar1;
  int in_GS_OFFSET;
  longdouble lVar2;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  *(undefined4 *)(this + 0x360) = 0;
  *(undefined4 *)(this + 0x364) = 0;
  *(undefined4 *)(this + 0x374) = 0;
  *(undefined4 *)(this + 0x370) = 0;
  this[0x368] = (CUGCFileRequest)0x0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x354));
  *(undefined4 *)(this + 0x598) = 4;
  GetFullPath(this,local_114,0x104);
  cVar1 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,0);
  if (cVar1 != '\0') {
    lVar2 = (longdouble)Plat_FloatTime();
    LoggingSystem_Log(LOG_WORKSHOP,0,
                      "[UGC] File %s (%llu) finished all operations! (Duration: %f seconds)\n",
                      local_114,*(undefined4 *)(this + 0x38c),*(undefined4 *)(this + 0x390),
                      (double)lVar2 - (double)*(float *)(this + 0x59c));
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* 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)