L L4D2node

FileSystem_AddSearchPath_Platform

0x000d8670 · 193 bytes · __cdecl

_Z33FileSystem_AddSearchPath_PlatformP11IFileSystemPKc

Decompiled

undefined (2 params)

/* FileSystem_AddSearchPath_Platform(IFileSystem*, char const*) */

void FileSystem_AddSearchPath_Platform(IFileSystem *param_1,char *param_2)

{
  char cVar1;
  int in_GS_OFFSET;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  cVar1 = (**(code **)(*(int *)param_1 + 0x14))(param_1);
  if (cVar1 == '\0') {
    V_strncpy(local_114,param_2,0x104);
    V_StripTrailingSlash(local_114);
    V_strncat(local_114,"/../platform",0x104,0x104);
  }
  else {
    V_strncpy(local_114,"platform",0x104);
  }
  (**(code **)(*(int *)param_1 + 0x1c))(param_1,local_114,"PLATFORM",1,0);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* 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)