L L4D2node

COM_CheckGameDirectory

0x001264d0 · 155 bytes · __cdecl

_Z22COM_CheckGameDirectoryPKc

Decompiled

undefined (1 param)

/* COM_CheckGameDirectory(char const*) */

undefined4 COM_CheckGameDirectory(char *param_1)

{
  undefined4 uVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if ((param_1 == (char *)0x0) || (*param_1 == '\0')) {
    ConMsg("Server didn\'t specify a gamedir, assuming no change\n");
    uVar1 = 1;
  }
  else {
    V_FileBase(com_gamedir,local_114,0x104);
    iVar2 = _V_stricmp(local_114,param_1);
    uVar1 = 1;
    if (iVar2 != 0) {
      ConMsg("COM_CheckGameDirectory: game directories don\'t match (%s / %s)\n",local_114,param_1);
      uVar1 = 0;
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar1;
  }
                    /* 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)