L L4D2node

CWorkshopManager::Steam_OnFileSubscribed

0x00229000 · 43 bytes · __thiscall

_ZN16CWorkshopManager22Steam_OnFileSubscribedEP38RemoteStoragePublishedFileSubscribed_t

Decompiled

undefined (2 params)

/* CWorkshopManager::Steam_OnFileSubscribed(RemoteStoragePublishedFileSubscribed_t*) */

void __thiscall
CWorkshopManager::Steam_OnFileSubscribed
          (CWorkshopManager *this,RemoteStoragePublishedFileSubscribed_t *param_1)

{
  (**(code **)(**(int **)(this + 4) + 8))
            (*(int **)(this + 4),*(undefined4 *)param_1,*(undefined4 *)(param_1 + 4));
  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)