L L4D2node

FileSystem_AddLoadedSearchPath

0x000d76a0 · 671 bytes · __regparm3

_ZL30FileSystem_AddLoadedSearchPathR18CFSSearchPathsInitPKcPbbS2_S2_b

Decompiled

undefined (7 params)

/* FileSystem_AddLoadedSearchPath(CFSSearchPathsInit&, char const*, bool*, bool, char const*, char
   const*, bool) */

void __regparm3
FileSystem_AddLoadedSearchPath
          (CFSSearchPathsInit *param_1,char *param_2,bool *param_3,bool param_4,char *param_5,
          char *param_6,bool param_7)

{
  bool bVar1;
  char cVar2;
  int iVar3;
  char *pcVar4;
  int *piVar5;
  int in_GS_OFFSET;
  char local_228 [260];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_MakeAbsolutePath(local_228,0x104,param_6,param_5);
  V_FixSlashes(local_228,'/');
  cVar2 = V_RemoveDotSlashes(local_228,'/');
  if (cVar2 == '\0') {
    Error("FileSystem_AddLoadedSearchPath - Can\'t resolve pathname for \'%s\'",local_228);
  }
  iVar3 = _V_stricmp(param_2,"game");
  if (iVar3 != 0) goto LAB_000d7733;
  pcVar4 = (char *)V_UnqualifiedFileName(local_228);
  iVar3 = _V_strcmp(pcVar4,"hl2");
  if (iVar3 == 0) {
LAB_000d77a4:
    piVar5 = (int *)CommandLine_Tier0();
    (**(code **)(*piVar5 + 0x28))(piVar5,"-tempcontent");
    bVar1 = false;
  }
  else {
    iVar3 = _V_strcmp(pcVar4,"update");
    if (iVar3 == 0) goto LAB_000d77a4;
    if (param_7) {
      V_snprintf(local_124,0x104,"%s_lv",local_228);
      (**(code **)(**(int **)(param_1 + 8) + 0x1c))(*(int **)(param_1 + 8),local_124,param_2,1,0);
    }
    piVar5 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar5 + 0x28))(piVar5,"-tempcontent");
    if (iVar3 == 0) {
      bVar1 = true;
    }
    else {
      V_snprintf(local_124,0x104,"%s_tempcontent",local_228);
      (**(code **)(**(int **)(param_1 + 8) + 0x1c))(*(int **)(param_1 + 8),local_124,param_2,1,0);
      bVar1 = true;
    }
  }
  if ((*param_3 != false) && (param_4)) {
    *param_3 = false;
    (**(code **)(**(int **)(param_1 + 8) + 0x1c))
              (*(int **)(param_1 + 8),local_228,&DAT_002a0772,1,0);
    V_strncpy((char *)(param_1 + 0xc),local_228,0x200);
  }
  if (bVar1) {
    AddGameBinDir(*(IFileSystem **)(param_1 + 8),local_228);
  }
LAB_000d7733:
  (**(code **)(**(int **)(param_1 + 8) + 0x1c))(*(int **)(param_1 + 8),local_228,param_2,1,0);
  if (local_20 == *(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)