L L4D2node

COM_CopyFile

0x001267b0 · 416 bytes · __cdecl

_Z12COM_CopyFilePKcS0_

Decompiled

undefined (2 params)

/* COM_CopyFile(char const*, char const*) */

undefined4 COM_CopyFile(char *param_1,char *param_2)

{
  int iVar1;
  int iVar2;
  uint uVar3;
  undefined4 uVar4;
  int in_GS_OFFSET;
  undefined1 local_1020 [4096];
  int local_20;
  
  uVar4 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))(g_pFileSystem + 4,param_1,&DAT_002a3e98,0);
  if (iVar1 != 0) {
    COM_CreatePath(param_2);
    iVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                      (g_pFileSystem + 4,param_2,&DAT_002a5c80,&DAT_002a0772);
    if (iVar2 == 0) {
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar1);
    }
    else {
      for (uVar3 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x18))(g_pFileSystem + 4,iVar1);
          0 < (int)uVar3; uVar3 = uVar3 - 0x1000) {
        if (uVar3 < 0x1000) {
          (*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_1020,uVar3,iVar1);
          (**(code **)(*(int *)(g_pFileSystem + 4) + 4))(g_pFileSystem + 4,local_1020,uVar3,iVar2);
          break;
        }
        (*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_1020,0x1000);
        (**(code **)(*(int *)(g_pFileSystem + 4) + 4))(g_pFileSystem + 4,local_1020,0x1000,iVar2);
      }
      uVar4 = 1;
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar1);
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar2);
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar4;
  }
                    /* 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)