L L4D2node

g_exec_CompletionFunc

0x00116990 · 103 bytes · __cdecl

_ZL21g_exec_CompletionFuncPKcPA64_c

Decompiled

undefined (2 params)

/* g_exec_CompletionFunc(char const*, char (*) [64]) */

void g_exec_CompletionFunc(char *param_1,char *param_2)

{
  int iVar1;
  
  if (g_exec_CompletionFunc(char_const*,char*[])::execComplete == '\0') {
    iVar1 = __cxa_guard_acquire(&g_exec_CompletionFunc(char_const*,char*[])::execComplete);
    if (iVar1 != 0) {
      g_exec_CompletionFunc(char_const*,char*[])::execComplete._0_4_ = (int)"Bexec" + 1;
      g_exec_CompletionFunc(char_const*,char*[])::execComplete._4_4_ = (int)"autoexec.cfg" + 9;
      g_exec_CompletionFunc(char_const*,char*[])::execComplete._8_4_ = (int)"autoexec.cfg" + 9;
      __cxa_guard_release(&g_exec_CompletionFunc(char_const*,char*[])::execComplete);
    }
  }
  CBaseAutoCompleteFileList::AutoCompletionFunc
            ((CBaseAutoCompleteFileList *)g_exec_CompletionFunc(char_const*,char*[])::execComplete,
             param_1,param_2);
  return;
}

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)