L L4D2node

CWorkshop::QueryForSubscribedFiles

0x0023cd50 · 250 bytes · __thiscall

_ZN9CWorkshop23QueryForSubscribedFilesEv

Decompiled

undefined (1 param)

/* CWorkshop::QueryForSubscribedFiles() */

void __thiscall CWorkshop::QueryForSubscribedFiles(CWorkshop *this)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  longdouble lVar4;
  longlong lVar5;
  
  cVar1 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,0);
  if (cVar1 != '\0') {
    LoggingSystem_Log(LOG_WORKSHOP,0,"Querying for subscribed files\n");
  }
  piVar2 = (int *)GetISteamRemoteStorage();
  if (piVar2 != (int *)0x0) {
    lVar4 = (longdouble)Plat_FloatTime();
    *(float *)(this + 0x74) = (float)lVar4;
    uVar3 = 0;
    if (-1 < *(int *)(this + 0x6c)) {
      uVar3 = *(undefined4 *)(this + 0x6c);
    }
    lVar5 = (**(code **)(*piVar2 + 0xac))(piVar2,uVar3);
    if (*(int *)(this + 0x18) != 0 || *(int *)(this + 0x14) != 0) {
      SteamAPI_UnregisterCallResult(this + 8,*(int *)(this + 0x14),*(int *)(this + 0x18));
    }
    *(longlong *)(this + 0x14) = lVar5;
    *(CWorkshop **)(this + 0x1c) = this;
    *(code **)(this + 0x20) = Steam_OnEnumerateSubscribedFiles;
    *(undefined4 *)(this + 0x24) = 0;
    if (lVar5 != 0) {
      SteamAPI_RegisterCallResult(this + 8,lVar5);
      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)