L L4D2node

CWorkshop::RemoveSubscribedFile

0x0023d230 · 135 bytes · __cdecl

_ZN9CWorkshop20RemoveSubscribedFileEy

Decompiled

undefined (1 param)

/* CWorkshop::RemoveSubscribedFile(unsigned long long) */

void CWorkshop::RemoveSubscribedFile(ulonglong param_1)

{
  int *piVar1;
  undefined4 in_stack_0000000c;
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = param_1._4_4_;
  local_10 = in_stack_0000000c;
  CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove
            ((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)
             ((int *)param_1 + 0x3a),(ulonglong *)&local_14);
  CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove
            ((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)
             ((int *)param_1 + 0x3f),(ulonglong *)&local_14);
  CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove
            ((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)
             ((int *)param_1 + 0x30),(ulonglong *)&local_14);
  CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove
            ((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)
             ((int *)param_1 + 0x35),(ulonglong *)&local_14);
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x14))((int *)param_1);
  (**(code **)(*piVar1 + 0x14))(piVar1,local_14,local_10);
  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)