AddGameBinDir
0x000d7610 · 133 bytes · __cdecl
_Z13AddGameBinDirP11IFileSystemPKc
Decompiled
undefined (2 params)
/* AddGameBinDir(IFileSystem*, char const*) */
void AddGameBinDir(IFileSystem *param_1,char *param_2)
{
int in_GS_OFFSET;
char local_114 [260];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
V_snprintf(local_114,0x104,"%s%cbin",param_2,0x2f);
(**(code **)(*(int *)param_1 + 0x1c))(param_1,local_114,"GAMEBIN",1,0);
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.