L L4D2node

CWorkshopManager::GetUGCFullPath

0x002290c0 · 20 bytes · __thiscall

_ZN16CWorkshopManager14GetUGCFullPathEyPcj

Decompiled

undefined (4 params)

/* CWorkshopManager::GetUGCFullPath(unsigned long long, char*, unsigned int) */

void __thiscall
CWorkshopManager::GetUGCFullPath
          (CWorkshopManager *this,ulonglong param_1,char *param_2,uint param_3)

{
  CUGCFileRequestManager::GetFullPath
            (CONCAT44((undefined4)param_1,this + 0x114),param_1._4_4_,(uint)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)