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 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.