L L4D2node

CWorkshop::CreateItemFileRequest

0x0023d110 · 275 bytes · __thiscall

_ZN9CWorkshop21CreateItemFileRequestERK19PublishedFileInfo_t

Decompiled

undefined (2 params)

/* CWorkshop::CreateItemFileRequest(PublishedFileInfo_t const&) */

void __thiscall CWorkshop::CreateItemFileRequest(CWorkshop *this,PublishedFileInfo_t *param_1)

{
  undefined4 uVar1;
  code *pcVar2;
  char *pcVar3;
  int *piVar4;
  int in_GS_OFFSET;
  char local_230 [260];
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar3 = (char *)V_UnqualifiedFileName((char *)(param_1 + 0x1ffc));
  V_StrSubst(pcVar3," ","_",local_230,0x104,false);
  piVar4 = (int *)(**(code **)(*(int *)this + 0x14))(this);
  uVar1 = *(undefined4 *)(param_1 + 0xa8);
  pcVar2 = *(code **)(*piVar4 + 0x48);
  CFmtStrN<256>::CFmtStrN
            (local_12c,"%s/%llu","items/workshop",*(undefined4 *)(param_1 + 0x8c),
             *(undefined4 *)(param_1 + 0x90));
  (*pcVar2)(piVar4,*(undefined4 *)(param_1 + 0x8c),*(undefined4 *)(param_1 + 0x90),local_127,
            local_230,2,uVar1,0);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)