L L4D2node

CWorkshopManager::Steam_OnDeletePublishedFile

0x00229280 · 70 bytes · __cdecl

_ZN16CWorkshopManager27Steam_OnDeletePublishedFileEP40RemoteStorageDeletePublishedFileResult_tb

Decompiled

undefined (2 params)

/* CWorkshopManager::Steam_OnDeletePublishedFile(RemoteStorageDeletePublishedFileResult_t*, bool) */

void CWorkshopManager::Steam_OnDeletePublishedFile
               (RemoteStorageDeletePublishedFileResult_t *param_1,bool param_2)

{
  undefined3 in_stack_00000009;
  undefined4 uStack0000000c;
  
  CWorkshopFileInfoManager::RemovePublishedFileInfo
            (CONCAT44(*(undefined4 *)(_param_2 + 4),param_1 + 0x78));
  uStack0000000c = *(undefined4 *)(_param_2 + 8);
                    /* WARNING: Could not recover jumptable at 0x002292c4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 4) + 0x10))();
  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)