L L4D2node

CWorkshop::OnEvent

0x0023d550 · 202 bytes · __thiscall

_ZN9CWorkshop7OnEventEP9KeyValues

Decompiled

undefined (2 params)

/* CWorkshop::OnEvent(KeyValues*) */

void __thiscall CWorkshop::OnEvent(CWorkshop *this,KeyValues *param_1)

{
  char *pcVar1;
  int iVar2;
  undefined4 uVar3;
  undefined8 uVar4;
  time_t local_10;
  
  pcVar1 = (char *)KeyValues::GetName(param_1);
  iVar2 = _V_stricmp(pcVar1,"PublishedFile_Subscribed");
  if (iVar2 == 0) {
    time(&local_10);
    uVar4 = KeyValues::GetUint64((char *)param_1,0x2ca4d3);
    AddSubscribedFile(CONCAT44((int)uVar4,this),(uint)((ulonglong)uVar4 >> 0x20));
    return;
  }
  iVar2 = _V_stricmp(pcVar1,"PublishedFile_Unsubscribed");
  if (iVar2 != 0) {
    return;
  }
  uVar3 = KeyValues::GetUint64((char *)param_1,0x2ca4d3);
  RemoveSubscribedFile(CONCAT44(uVar3,this));
  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)