L L4D2node

CWorkshop::AddOnQueryComplete

0x0023c930 · 27 bytes · __thiscall

_ZNK9CWorkshop18AddOnQueryCompleteEv

Decompiled

undefined (1 param)

/* CWorkshop::AddOnQueryComplete() const */

uint __thiscall CWorkshop::AddOnQueryComplete(CWorkshop *this)

{
  uint uVar1;
  
  uVar1 = (uint)(byte)this[0x78];
  if (this[0x78] != (CWorkshop)0x0) {
    uVar1 = CONCAT31((int3)((uint)*(int *)(this + 0xcc) >> 8),*(int *)(this + 0xcc) == 0);
  }
  return uVar1;
}

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)