L L4D2node

CDownloadListGenerator::EnsureCRCFilePath

0x0013e240 · 261 bytes · __cdecl

_ZN22CDownloadListGenerator17EnsureCRCFilePathEv

Decompiled

undefined (0 params)

/* CDownloadListGenerator::EnsureCRCFilePath() */

void CDownloadListGenerator::EnsureCRCFilePath(void)

{
  int iVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar2 = local_114;
  for (iVar1 = 0x41; iVar1 != 0; iVar1 = iVar1 + -1) {
    pcVar2[0] = '\0';
    pcVar2[1] = '\0';
    pcVar2[2] = '\0';
    pcVar2[3] = '\0';
    pcVar2 = pcVar2 + 4;
  }
  (**(code **)(*g_pFileSystem + 0x34))(g_pFileSystem,"GAME_ROOT",0,local_114,0x104);
  if (local_114[0] == '\0') {
    (**(code **)(*g_pFileSystem + 0x34))(g_pFileSystem,&DAT_002a0772,0,local_114,0x104);
    V_StripLastDir(local_114,0x104);
    if (local_114[0] != '\0') {
      (**(code **)(*g_pFileSystem + 0x1c))(g_pFileSystem,local_114,"GAME_ROOT",1,0);
      (**(code **)(*g_pFileSystem + 0x2c))(g_pFileSystem,"GAME_ROOT",1);
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* 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)