L L4D2node

CWorkshopManager::UpdatePublishedItemVote

0x002294f0 · 249 bytes · __cdecl

_ZN16CWorkshopManager23UpdatePublishedItemVoteEyb

Decompiled

undefined (2 params)

/* CWorkshopManager::UpdatePublishedItemVote(unsigned long long, bool) */

void CWorkshopManager::UpdatePublishedItemVote(ulonglong param_1,bool param_2)

{
  char cVar1;
  int *piVar2;
  longlong lVar3;
  undefined3 in_stack_0000000d;
  undefined1 in_stack_00000010;
  
  piVar2 = (int *)GetISteamRemoteStorage();
  if (piVar2 != (int *)0x0) {
    lVar3 = (**(code **)(*piVar2 + 0xbc))(piVar2,param_1._4_4_,_param_2,in_stack_00000010);
    if (lVar3 != 0) {
      if (*(int *)((int)param_1 + 0x38) != 0 || *(int *)((int)param_1 + 0x34) != 0) {
        SteamAPI_UnregisterCallResult
                  ((int)param_1 + 0x28,*(int *)((int)param_1 + 0x34),*(int *)((int)param_1 + 0x38));
      }
      *(longlong *)((int)param_1 + 0x34) = lVar3;
      *(int *)((int)param_1 + 0x3c) = (int)param_1;
      *(code **)((int)param_1 + 0x40) = Steam_OnUpdateUserPublishedItemVote;
      *(undefined4 *)((int)param_1 + 0x44) = 0;
      SteamAPI_RegisterCallResult();
      return;
    }
    cVar1 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,1);
    if (cVar1 != '\0') {
      LoggingSystem_Log(LOG_WORKSHOP,1,
                        "[WorkshopManager] UpdatePublishedItemVote() call failed for %llu!\n",
                        param_1._4_4_,_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)