L L4D2node

CWorkshopManager::Steam_OnUpdateUserPublishedItemVote

0x00229430 · 165 bytes · __thiscall

_ZN16CWorkshopManager35Steam_OnUpdateUserPublishedItemVoteEP48RemoteStorageUpdateUserPublishedItemVoteResult_tb

Decompiled

undefined (3 params)

/* CWorkshopManager::Steam_OnUpdateUserPublishedItemVote(RemoteStorageUpdateUserPublishedItemVoteResult_t*,
   bool) */

void __thiscall
CWorkshopManager::Steam_OnUpdateUserPublishedItemVote
          (CWorkshopManager *this,RemoteStorageUpdateUserPublishedItemVoteResult_t *param_1,
          bool param_2)

{
  char cVar1;
  int iVar2;
  
  if ((param_2) || (*(int *)param_1 != 1)) {
    cVar1 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,1);
    if (cVar1 != '\0') {
      LoggingSystem_Log(LOG_WORKSHOP,1,
                        "[WorkshopManager] Failed to update user vote for %llu (Error: %d)\n",
                        *(undefined4 *)(param_1 + 4),*(undefined4 *)(param_1 + 8),
                        *(undefined4 *)param_1);
      return;
    }
  }
  else {
    iVar2 = (**(code **)(*(int *)this + 4))
                      (this,*(undefined4 *)(param_1 + 4),*(undefined4 *)(param_1 + 8));
    if (iVar2 != 0) {
                    /* WARNING: Could not recover jumptable at 0x002294e2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0xc))();
      return;
    }
  }
  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)