L L4D2node

Host_ParseConfiguration

0x0017e100 · 641 bytes · __cdecl

_Z23Host_ParseConfigurationb

Decompiled

undefined (1 param)

/* Host_ParseConfiguration(bool) */

void Host_ParseConfiguration(bool param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  char *__ptr;
  char *pcVar4;
  FILE *__s;
  long lVar5;
  uint *extraout_EDX;
  int in_GS_OFFSET;
  int local_124;
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  _V_strcpy(spszVersionString,"1.0.1.0");
  sHostVersion = VerToInt(spszVersionString);
  _V_strcpy(spszProductString,"valve");
  local_124 = 0;
  cVar1 = ParseSteamInfFile((char *)&local_124,extraout_EDX);
  if (cVar1 == '\0') {
    Sys_Error("Unable to load version from steam.inf");
  }
  iVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                    (g_pFileSystem + 4,"perforce.inf",&DAT_002a9af2,0);
  if (iVar2 == 0) {
    __ptr = (char *)0x0;
LAB_0017e262:
    free(__ptr);
    g_bRunningFromPerforce = false;
  }
  else {
    iVar3 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x18))(g_pFileSystem + 4,iVar2);
    __ptr = malloc(iVar3 + 1);
    iVar3 = (*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,__ptr,iVar3,iVar2);
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar2);
    __ptr[iVar3] = '\0';
    pcVar4 = __ptr;
    do {
      pcVar4 = (char *)COM_Parse(pcVar4);
      if (pcVar4 == (char *)0x0) goto LAB_0017e262;
      iVar2 = _V_strlen(&com_token);
      if (iVar2 < 1) goto LAB_0017e262;
      iVar2 = _V_strlen("FSKey=");
      iVar2 = V_strnicmp(&com_token,"FSKey=",iVar2);
    } while (iVar2 != 0);
    iVar2 = _V_strlen("FSKey=");
    V_strncpy(local_120,&com_token + iVar2,0x3f);
    lVar5 = strtol(local_120,(char **)0x0,10);
    free(__ptr);
    g_bRunningFromPerforce = lVar5 == 0x41447e86;
  }
  if ((local_124 != 0) && ((param_1 || ((bool)g_bRunningFromPerforce != false)))) {
    __s = (FILE *)__wrap_fopen("steam_appid.txt",&DAT_002a5c80);
    if (__s != (FILE *)0x0) {
      V_snprintf(local_120,0x100,"%u\n",local_124);
      iVar2 = _V_strlen(local_120);
      fwrite(local_120,iVar2 + 1,1,__s);
      fclose(__s);
    }
  }
  if (local_20 == *(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)