L L4D2node

CMapListItem::CheckFSHeaderVersion

0x0017eb00 · 156 bytes · __cdecl

_ZN12CMapListItem20CheckFSHeaderVersionEPKc

Decompiled

undefined (1 param)

/* CMapListItem::CheckFSHeaderVersion(char const*) */

byte CMapListItem::CheckFSHeaderVersion(char *param_1)

{
  int iVar1;
  int *piVar2;
  int local_428 [262];
  
  piVar2 = local_428;
  for (iVar1 = 0x103; iVar1 != 0; iVar1 = iVar1 + -1) {
    *piVar2 = 0;
    piVar2 = piVar2 + 1;
  }
  iVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))(g_pFileSystem + 4,param_1,&DAT_002a3e98,0);
  if (iVar1 != 0) {
    (*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_428,0x40c,iVar1);
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar1);
  }
  return -(local_428[1] - 0x13U < 3) & 2;
}

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)