FileSystem_SetBasePaths
0x000d84b0 · 162 bytes · __cdecl
_Z23FileSystem_SetBasePathsP11IFileSystem
Decompiled
undefined (1 param)
/* FileSystem_SetBasePaths(IFileSystem*) */
undefined4 FileSystem_SetBasePaths(IFileSystem *param_1)
{
char cVar1;
undefined4 uVar2;
int in_GS_OFFSET;
char local_114 [260];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
(**(code **)(*(int *)param_1 + 0x28))(param_1,"EXECUTABLE_PATH");
cVar1 = FileSystem_GetExecutableDir(local_114,0x104);
if (cVar1 == '\0') {
uVar2 = SetupFileSystemError(0,3,"FileSystem_GetExecutableDir failed.");
}
else {
(**(code **)(*(int *)param_1 + 0x1c))(param_1,local_114,"EXECUTABLE_PATH",1,0);
uVar2 = 0;
}
if (local_10 == *(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.