L L4D2node

CItemFileRequest::OnLoaded

0x0023eaf0 · 93 bytes · __thiscall

_ZN16CItemFileRequest8OnLoadedER19PublishedFileInfo_t

Decompiled

undefined (2 params)

/* CItemFileRequest::OnLoaded(PublishedFileInfo_t&) */

void __thiscall CItemFileRequest::OnLoaded(CItemFileRequest *this,PublishedFileInfo_t *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(param_1 + 0x2514)) {
    do {
      iVar1 = _V_stricmp(*(char **)(*(int *)(param_1 + 0x2508) + iVar2 * 4),"workshop_item");
      if (iVar1 == 0) {
        CWorkshop::AddItemFile((CWorkshop *)&s_Workshop,param_1);
        return;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(param_1 + 0x2514));
  }
  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)