L L4D2node

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 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)