L L4D2node

COM_LoadFile

0x00126a60 · 430 bytes · __cdecl

_Z12COM_LoadFilePKciPij

Decompiled

undefined (4 params)

/* COM_LoadFile(char const*, int, int*, unsigned int) */

void * COM_LoadFile(char *param_1,int param_2,int *param_3,uint param_4)

{
  size_t __size;
  int iVar1;
  void *pvVar2;
  int in_GS_OFFSET;
  void *local_a4;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (param_3 != (int *)0x0) {
    *param_3 = 0;
  }
  iVar1 = COM_FindFile(param_1,&local_a4,param_4);
  if (local_a4 == (void *)0x0) {
    pvVar2 = (void *)0x0;
    goto LAB_00126b7e;
  }
  V_FileBase(param_1,local_a0,0x80);
  __size = iVar1 + 1;
  switch(param_2) {
  default:
    Sys_Error("COM_LoadFile: bad usehunk");
    goto switchD_00126ae6_caseD_2;
  case 1:
    pvVar2 = (void *)Hunk_AllocName(__size,local_a0,true);
    break;
  case 2:
  case 3:
    goto switchD_00126ae6_caseD_2;
  case 4:
    pvVar2 = loadbuf;
    if (loadsize <= iVar1) goto switchD_00126ae6_caseD_5;
    break;
  case 5:
switchD_00126ae6_caseD_5:
    pvVar2 = malloc(__size);
  }
  if (pvVar2 == (void *)0x0) {
switchD_00126ae6_caseD_2:
    Sys_Error("COM_LoadFile: not enough space for %s",param_1);
    (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,local_a4);
    pvVar2 = (void *)0x0;
  }
  else {
    (**(code **)(*g_pFileSystem + 0x118))(g_pFileSystem,pvVar2,__size,iVar1,local_a4);
    (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,local_a4);
    *(undefined1 *)((int)pvVar2 + iVar1) = 0;
    if (param_3 != (int *)0x0) {
      *param_3 = iVar1;
    }
  }
LAB_00126b7e:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return pvVar2;
  }
                    /* 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)