FileSystem_GetFileSystemDLLName
0x000d8560 · 243 bytes · __cdecl
_Z31FileSystem_GetFileSystemDLLNamePciRb
Decompiled
undefined (3 params)
/* FileSystem_GetFileSystemDLLName(char*, int, bool&) */
undefined4 FileSystem_GetFileSystemDLLName(char *param_1,int param_2,bool *param_3)
{
char cVar1;
int iVar2;
int in_GS_OFFSET;
undefined4 local_180;
undefined1 local_17c [88];
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
*param_3 = false;
cVar1 = FileSystem_GetExecutableDir(local_124,0x104);
if (cVar1 == '\0') {
local_180 = SetupFileSystemError(0,3,"FileSystem_GetExecutableDir failed.");
}
else {
V_snprintf(param_1,param_2,"%s%cfilesystem_stdio_srv.so",local_124,0x2f);
iVar2 = __wrap___xstat(3,param_1,local_17c);
local_180 = 0;
if (iVar2 != 0) {
local_180 = 0;
V_snprintf(param_1,param_2,"%s%cfilesystem_steam_srv.so",local_124,0x2f);
*param_3 = true;
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return local_180;
}
/* 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.