L L4D2node

LoadGameInfoFile

0x000d8910 · 325 bytes · __cdecl

_Z16LoadGameInfoFilePKcRP9KeyValuesS3_S3_

Decompiled

undefined (4 params)

/* LoadGameInfoFile(char const*, KeyValues*&, KeyValues*&, KeyValues*&) */

undefined4
LoadGameInfoFile(char *param_1,KeyValues **param_2,KeyValues **param_3,KeyValues **param_4)

{
  KeyValues *pKVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_124,param_1,0x104);
  V_AppendSlash(local_124,0x104);
  V_strncat(local_124,"gameinfo.txt",0x104,-1);
  V_FixSlashes(local_124,'/');
  pKVar1 = (KeyValues *)ReadKeyValuesFile(local_124);
  *param_2 = pKVar1;
  if (pKVar1 == (KeyValues *)0x0) {
    uVar2 = SetupFileSystemError(1,1,"%s is missing.",local_124);
  }
  else {
    pKVar1 = (KeyValues *)KeyValues::FindKey(pKVar1,"FileSystem",false);
    *param_3 = pKVar1;
    if (pKVar1 != (KeyValues *)0x0) {
      pKVar1 = (KeyValues *)KeyValues::FindKey(pKVar1,"SearchPaths",false);
      *param_4 = pKVar1;
      uVar2 = 0;
      if (pKVar1 != (KeyValues *)0x0) goto LAB_000d89eb;
    }
    KeyValues::deleteThis();
    uVar2 = SetupFileSystemError(1,2,"%s is not a valid format.",local_124);
  }
LAB_000d89eb:
  if (local_20 == *(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)