L L4D2node

CTerrorWorkshopManagerCallbackInterface::OnPublishedFileSubscribed

0x0023e1c0 · 118 bytes · __cdecl

_ZN39CTerrorWorkshopManagerCallbackInterface25OnPublishedFileSubscribedEy

Decompiled

undefined (1 param)

/* CTerrorWorkshopManagerCallbackInterface::OnPublishedFileSubscribed(unsigned long long) */

void CTerrorWorkshopManagerCallbackInterface::OnPublishedFileSubscribed(ulonglong param_1)

{
  KeyValues *this;
  int *piVar1;
  uint in_stack_ffffffd8;
  
  this = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 0023e1f8 to 0023e1fc has its CatchHandler @ 0023e236 */
  KeyValues::KeyValues(this,"PublishedFile_Subscribed",(IKeyValuesSystem *)0x0,false);
  KeyValues::SetUint64((char *)this,CONCAT44(param_1._4_4_,"publishedFileID"));
  piVar1 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
                    /* WARNING: Could not recover jumptable at 0x0023e234. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 8))();
  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)