L L4D2node

COM_IsValidPath

0x001276f0 · 143 bytes · __cdecl

_Z15COM_IsValidPathPKc

Decompiled

undefined (1 param)

/* COM_IsValidPath(char const*) */

undefined4 COM_IsValidPath(char *param_1)

{
  int iVar1;
  
  if ((((param_1 != (char *)0x0) && (iVar1 = _V_strlen(param_1), 0 < iVar1)) &&
      (iVar1 = _V_strstr(param_1,"\\\\"), iVar1 == 0)) &&
     (((iVar1 = _V_strstr(param_1,":"), iVar1 == 0 && (iVar1 = _V_strstr(param_1,".."), iVar1 == 0))
      && ((iVar1 = _V_strstr(param_1,"\n"), iVar1 == 0 &&
          (iVar1 = _V_strstr(param_1,"\r"), iVar1 == 0)))))) {
    return 1;
  }
  return 0;
}

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)