L L4D2node

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 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)