FileSystem_LoadFileSystemModule
0x000da270 · 269 bytes · __cdecl
_Z31FileSystem_LoadFileSystemModuleR17CFSLoadModuleInfo
Decompiled
undefined (1 param)
/* FileSystem_LoadFileSystemModule(CFSLoadModuleInfo&) */
int FileSystem_LoadFileSystemModule(CFSLoadModuleInfo *param_1)
{
char cVar1;
int iVar2;
int iVar3;
iVar2 = FileSystem_SetupSteamEnvironment((CFSSteamSetupInfo *)param_1);
if (iVar2 == 0) {
cVar1 = Sys_LoadInterface(*(char **)(param_1 + 0x20c),"VFileSystem018",
(CSysModule **)(param_1 + 0x218),(void **)(param_1 + 0x214));
if (cVar1 == '\0') {
iVar2 = SetupFileSystemError(0,4,"Can\'t load %s.",*(undefined4 *)(param_1 + 0x20c));
return iVar2;
}
cVar1 = (**(code **)**(undefined4 **)(param_1 + 0x214))
(*(undefined4 **)(param_1 + 0x214),*(undefined4 *)(param_1 + 0x210));
if (cVar1 == '\0') {
iVar2 = SetupFileSystemError
(0,4,"%s IFileSystem::Connect failed.",*(undefined4 *)(param_1 + 0x20c));
}
else {
iVar3 = (**(code **)(**(int **)(param_1 + 0x214) + 0xc))(*(int **)(param_1 + 0x214));
if (iVar3 != 1) {
iVar2 = SetupFileSystemError
(0,4,"%s IFileSystem::Init failed.",*(undefined4 *)(param_1 + 0x20c));
}
}
}
return iVar2;
}
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.