SetupFileSystemError
0x000d7ad0 · 160 bytes · __cdecl
_Z20SetupFileSystemErrorb14FSReturnCode_tPKcz
Decompiled
undefined (3 params)
/* SetupFileSystemError(bool, FSReturnCode_t, char const*, ...) */
undefined4 SetupFileSystemError(char param_1,undefined4 param_2,char *param_3,...)
{
int *piVar1;
int iVar2;
V_vsnprintf(g_FileSystemError,0x100,param_3,&stack0x00000010);
Warning(&DAT_002c6892,g_FileSystemError);
if ((param_1 != '\0') && (g_FileSystemErrorMode == 1)) {
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-NoVConfig");
if (iVar2 == 0) {
GetVProjectCmdLineValue();
}
}
if (g_FileSystemErrorMode < 2) {
Error(&DAT_002c6892,g_FileSystemError);
return param_2;
}
return param_2;
}
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.