FileSystem_GetExecutableDir
0x000d79b0 · 205 bytes · __cdecl
_Z27FileSystem_GetExecutableDirPci
Decompiled
undefined (2 params)
/* FileSystem_GetExecutableDir(char*, int) */
undefined4 FileSystem_GetExecutableDir(char *param_1,int param_2)
{
char *pcVar1;
int *piVar2;
int iVar3;
undefined4 uVar4;
bool bVar5;
bVar5 = s_bUseVProjectBinDir == '\0';
*param_1 = '\0';
if (bVar5) {
piVar2 = (int *)CommandLine_Tier0();
iVar3 = (**(code **)(*piVar2 + 0x2c))(piVar2,0);
if (iVar3 == 0) {
return 0;
}
piVar2 = (int *)CommandLine_Tier0();
pcVar1 = (char *)(**(code **)(*piVar2 + 0x2c))(piVar2,0);
V_MakeAbsolutePath(param_1,param_2,pcVar1,(char *)0x0);
uVar4 = FileSystem_GetExecutableDir(param_1,param_2);
return uVar4;
}
pcVar1 = (char *)GetVProjectCmdLineValue();
if ((pcVar1 == (char *)0x0) && (pcVar1 = getenv("VProject"), pcVar1 == (char *)0x0)) {
return 0;
}
V_snprintf(param_1,param_2,"%s%c..%cbin",pcVar1,0x2f,0x2f);
return 1;
}
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.