L L4D2node

CWorkshopManager::CreateFileDownloadRequest

0x002291e0 · 27 bytes · __thiscall

_ZN16CWorkshopManager25CreateFileDownloadRequestEyPKcS1_jjb

Decompiled

undefined (7 params)

/* CWorkshopManager::CreateFileDownloadRequest(unsigned long long, char const*, char const*,
   unsigned int, unsigned int, bool) */

void __thiscall
CWorkshopManager::CreateFileDownloadRequest
          (CWorkshopManager *this,ulonglong param_1,char *param_2,char *param_3,uint param_4,
          uint param_5,bool param_6)

{
  CUGCFileRequestManager::CreateFileDownloadRequest
            (CONCAT44((undefined4)param_1,this + 0x114),param_1._4_4_,param_2,(uint)param_3,param_4,
             param_5._0_1_);
  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)