L L4D2node

FileSystem_GetBaseDir

0x000d7a90 · 49 bytes · __regparm3

_ZL21FileSystem_GetBaseDirPci.constprop.14

Decompiled

undefined (2 params)

/* FileSystem_GetBaseDir(char*, int) [clone .constprop.14] */

undefined4 __regparm3 FileSystem_GetBaseDir(char *param_1,int param_2)

{
  undefined4 uVar1;
  
  uVar1 = FileSystem_GetExecutableDir(param_1,0x104);
  if ((char)uVar1 != '\0') {
    V_StripFilename(param_1);
  }
  return uVar1;
}

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)