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 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.