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 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.