L L4D2node

CDownloadListGenerator::AddMatchingFiles

0x0013f840 · 517 bytes · __thiscall

_ZN22CDownloadListGenerator16AddMatchingFilesEPKcS1_PNS_17WhiteListFileDataEb

Decompiled

undefined (5 params)

/* CDownloadListGenerator::AddMatchingFiles(char const*, char const*,
   CDownloadListGenerator::WhiteListFileData*, bool) */

bool __thiscall
CDownloadListGenerator::AddMatchingFiles
          (CDownloadListGenerator *this,char *param_1,char *param_2,WhiteListFileData *param_3,
          bool param_4)

{
  int iVar1;
  char cVar2;
  char *pcVar3;
  int iVar4;
  int in_GS_OFFSET;
  undefined4 local_330;
  char local_32c [260];
  char local_228 [260];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = *(int *)(this + 0x18c);
  V_strncpy(local_32c,param_1,0x104);
  V_AppendSlash(local_32c,0x104);
  pcVar3 = ".*";
  if (param_2 != (char *)0x0) {
    pcVar3 = param_2;
  }
  V_snprintf(local_228,0x104,"%s*%s",local_32c,pcVar3);
  pcVar3 = (char *)(**(code **)(*g_pFullFileSystem + 0x80))
                             (g_pFullFileSystem,local_228,"GAME_ROOT",&local_330);
  while (pcVar3 != (char *)0x0) {
    if (*pcVar3 != '.') {
      V_ComposeFileName(local_32c,pcVar3,local_124,0x104);
      cVar2 = (**(code **)(*g_pFullFileSystem + 0x78))(g_pFullFileSystem,local_330);
      if (cVar2 == '\0') {
        cVar2 = (**(code **)(*g_pFullFileSystem + 0x4c))(g_pFullFileSystem,local_124,0);
        if ((cVar2 == '\0') &&
           ((param_2 == (char *)0x0 || (iVar4 = V_stristr(local_124,param_2), iVar4 != 0)))) {
          AddFileToWhiteList(this,local_124,param_3);
        }
      }
      else if (param_4) {
        AddMatchingFiles(this,local_124,param_2,param_3,true);
      }
    }
    pcVar3 = (char *)(**(code **)(*g_pFullFileSystem + 0x74))(g_pFullFileSystem,local_330);
  }
  (**(code **)(*g_pFullFileSystem + 0x7c))(g_pFullFileSystem,local_330);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar1 != *(int *)(this + 0x18c);
  }
                    /* 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)