L L4D2node

FileSystem_LoadSearchPaths

0x000d8a60 · 789 bytes · __cdecl

_Z26FileSystem_LoadSearchPathsR18CFSSearchPathsInit

Decompiled

undefined (1 param)

/* FileSystem_LoadSearchPaths(CFSSearchPathsInit&) */

int FileSystem_LoadSearchPaths(CFSSearchPathsInit *param_1)

{
  char cVar1;
  bool bVar2;
  KeyValues *this;
  char *pcVar3;
  char *pcVar4;
  int iVar5;
  char *pcVar6;
  int in_GS_OFFSET;
  undefined8 uVar7;
  bool local_235;
  KeyValues *local_234;
  KeyValues *local_230;
  KeyValues *local_22c;
  char local_228 [260];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((*(int *)(param_1 + 8) == 0) || (*(char **)param_1 == (char *)0x0)) {
    iVar5 = SetupFileSystemError(0,3,"FileSystem_LoadSearchPaths: Invalid parameters specified.");
  }
  else {
    uVar7 = LoadGameInfoFile(*(char **)param_1,&local_234,&local_230,&local_22c);
    iVar5 = (int)uVar7;
    if (iVar5 == 0) {
      cVar1 = FileSystem_GetBaseDir(local_228,(int)((ulonglong)uVar7 >> 0x20));
      if (cVar1 != '\0') {
        param_1[0xc] = (CFSSearchPathsInit)0x0;
        bVar2 = (bool)IsLowViolenceBuild();
        local_235 = true;
        this = (KeyValues *)KeyValues::GetFirstValue(local_22c);
joined_r0x000d8b1a:
        if (this != (KeyValues *)0x0) {
          do {
            pcVar3 = (char *)KeyValues::GetName(this);
            pcVar4 = (char *)KeyValues::GetString(this,(char *)0x0,"");
            iVar5 = V_stristr(pcVar4,"WebDavRedirector");
            if (iVar5 == 0) {
              pcVar6 = (char *)V_stristr(pcVar4,"|gameinfo_path|");
              if (pcVar4 == pcVar6) {
                FileSystem_AddLoadedSearchPath
                          (param_1,pcVar3,&local_235,true,*(char **)param_1,pcVar4 + 0xf,bVar2);
              }
              else {
                pcVar6 = (char *)V_stristr(pcVar4,"|all_source_engine_paths|");
                if (pcVar4 != pcVar6) goto LAB_000d8baa;
                pcVar6 = pcVar4 + 0x19;
                FileSystem_AddLoadedSearchPath
                          (param_1,pcVar3,&local_235,false,local_228,pcVar6,bVar2);
                cVar1 = FileSystem_IsHldsUpdateToolDedicatedServer();
                if (cVar1 != '\0') goto code_r0x000d8d62;
              }
            }
            this = (KeyValues *)KeyValues::GetNextValue(this);
            if (this == (KeyValues *)0x0) break;
          } while( true );
        }
        KeyValues::deleteThis();
        (**(code **)(**(int **)(param_1 + 8) + 0x2c))(*(int **)(param_1 + 8),"executable_path",1);
        (**(code **)(**(int **)(param_1 + 8) + 0x2c))(*(int **)(param_1 + 8),"gamebin",1);
        (**(code **)(**(int **)(param_1 + 8) + 0x2c))(*(int **)(param_1 + 8),&DAT_002a3f11,1);
        if (param_1[0xc] == (CFSSearchPathsInit)0x0) {
          iVar5 = 0;
        }
        else {
          (**(code **)(**(int **)(param_1 + 8) + 0x1c))
                    (*(int **)(param_1 + 8),param_1 + 0xc,"DEFAULT_WRITE_PATH",1,0);
          iVar5 = 0;
        }
        goto LAB_000d8ab9;
      }
      iVar5 = SetupFileSystemError(0,3,"FileSystem_GetBaseDir failed.");
    }
  }
LAB_000d8ab9:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar5;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
code_r0x000d8d62:
  pcVar4 = local_124;
  V_snprintf(pcVar4,0x104,"..%c%s",0x2f,pcVar6);
LAB_000d8baa:
  FileSystem_AddLoadedSearchPath(param_1,pcVar3,&local_235,false,local_228,pcVar4,bVar2);
  this = (KeyValues *)KeyValues::GetNextValue(this);
  goto joined_r0x000d8b1a;
}

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)