L L4D2node

COM_FindFile

0x00126580 · 109 bytes · __cdecl

_Z12COM_FindFilePKcPPvj

Decompiled

undefined (3 params)

/* COM_FindFile(char const*, void**, unsigned int) */

undefined4 COM_FindFile(char *param_1,void **param_2,uint param_3)

{
  void *pvVar1;
  undefined4 uVar2;
  
  pvVar1 = (void *)(**(code **)(*g_pFileSystem + 0x114))
                             (g_pFileSystem,param_1,&DAT_002a3e98,param_3,0,0);
  *param_2 = pvVar1;
  if (pvVar1 != (void *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x001265e0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(g_pFileSystem[1] + 0x18))();
    return uVar2;
  }
  return 0xffffffff;
}

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)