GetSteamCfgPath
0x000d82a0 · 209 bytes · __cdecl
_Z15GetSteamCfgPathPci
Decompiled
undefined (2 params)
/* GetSteamCfgPath(char*, int) */
undefined4 GetSteamCfgPath(char *param_1,int param_2)
{
char cVar1;
undefined4 uVar2;
int in_GS_OFFSET;
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
*param_1 = '\0';
cVar1 = FileSystem_GetExecutableDir(local_124,0x104);
if (cVar1 == '\0') {
uVar2 = SetupFileSystemError(0,3,"FileSystem_GetExecutableDir failed.");
}
else {
V_strncpy(param_1,local_124,param_2);
do {
cVar1 = DoesFileExistIn(param_1,"steam.cfg");
if (cVar1 != '\0') {
V_AppendSlash(param_1,param_2);
V_strncat(param_1,"steam.cfg",param_2,-1);
uVar2 = 0;
goto LAB_000d8337;
}
cVar1 = V_StripLastDir(param_1,param_2);
} while (cVar1 != '\0');
uVar2 = 0;
}
LAB_000d8337:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return uVar2;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.