L L4D2node

FileSystem_LoadModule

0x0015da80 · 69 bytes · __cdecl

_Z21FileSystem_LoadModulePKc

Decompiled

undefined (1 param)

/* FileSystem_LoadModule(char const*) */

void FileSystem_LoadModule(char *param_1)

{
  if (g_pFileSystem != (int *)0x0) {
    (**(code **)(*g_pFileSystem + 0x68))(g_pFileSystem,param_1,0,1);
    return;
  }
  Sys_LoadModule(param_1,0);
  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)