L L4D2node

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 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)