L L4D2node

CUtlCachedFileData<CModelSoundsCache>::ManifestExists

0x0061a4e0 · 140 bytes · __thiscall

_ZN18CUtlCachedFileDataI17CModelSoundsCacheE14ManifestExistsEv

Decompiled

undefined (1 param)

/* CUtlCachedFileData<CModelSoundsCache>::ManifestExists() */

void __thiscall
CUtlCachedFileData<CModelSoundsCache>::ManifestExists(CUtlCachedFileData<CModelSoundsCache> *this)

{
  char *pcVar1;
  int in_GS_OFFSET;
  char local_210 [512];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = (char *)CUtlString::Get((CUtlString *)(this + 0x34));
  V_strncpy(local_210,pcVar1,0x200);
  V_SetExtension(local_210,".manifest",0x200);
  (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x28))
            (g_pFullFileSystem + 4,local_210,&DAT_00c146f4);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)