CWorkshop::RequestAvailableItems
0x0023df70 · 121 bytes · __thiscall
_ZN9CWorkshop21RequestAvailableItemsEv
Decompiled
undefined (1 param)
/* CWorkshop::RequestAvailableItems() */
void __thiscall CWorkshop::RequestAvailableItems(CWorkshop *this)
{
longdouble lVar1;
*(undefined4 *)(this + 0xb8) = 0;
CUtlMemory<unsigned_long_long,int>::Purge((CUtlMemory<unsigned_long_long,int> *)(this + 0xac));
*(undefined4 *)(this + 0xa0) = 0;
this[0xa6] = (CWorkshop)0x0;
*(undefined4 *)(this + 0xbc) = *(undefined4 *)(this + 0xac);
lVar1 = (longdouble)Plat_FloatTime();
this[0xa4] = (CWorkshop)0x0;
*(float *)(this + 0xa8) = (float)lVar1;
RequestAvailableItems_Internal(this,0);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.