L L4D2node

FileSystem_GetExecutableDir

0x000d73b0 · 229 bytes · __regparm3

_Z27FileSystem_GetExecutableDirPci.part.5

Decompiled

undefined (2 params)

/* FileSystem_GetExecutableDir(char*, int) [clone .part.5] */

undefined4 __regparm3 FileSystem_GetExecutableDir(char *param_1,int param_2)

{
  int iVar1;
  int in_GS_OFFSET;
  char local_114;
  char local_113 [259];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_StripFilename(param_1);
  V_FixSlashes(param_1,'/');
  V_StrRight(param_1,4,&local_114,0x104);
  if ((local_114 != '/') || (iVar1 = _V_stricmp(local_113,"bin"), iVar1 != 0)) {
    V_strncat(param_1,"/",param_2,-1);
    V_strncat(param_1,"bin",param_2,-1);
    V_FixSlashes(param_1,'/');
  }
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return 1;
}

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)