L L4D2node

path

0x0015d730 · 28 bytes · __cdecl

_ZL4pathRK8CCommand

Decompiled

undefined (1 param)

/* path(CCommand const&) */

void path(CCommand *param_1)

{
  if (g_pFileSystem != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0015d748. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pFileSystem + 0xfc))();
    return;
  }
  return;
}

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)