L L4D2node

CWorkshop::OnFileRequestFinished

0x0023d2c0 · 69 bytes · __cdecl

_ZN9CWorkshop21OnFileRequestFinishedEy

Decompiled

undefined (1 param)

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

void CWorkshop::OnFileRequestFinished(ulonglong param_1)

{
  undefined4 local_14 [2];
  
  local_14[0] = param_1._4_4_;
  CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove
            ((CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *)
             ((int)param_1 + 0xc0),(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 + 0xd4),(ulonglong *)local_14);
  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)