L L4D2node

COM_IOReadBinary::open

0x001db630 · 298 bytes · __thiscall

_ZN16COM_IOReadBinary4openEPKc

Decompiled

undefined (2 params)

/* COM_IOReadBinary::open(char const*) */

void __thiscall COM_IOReadBinary::open(COM_IOReadBinary *this,char *param_1)

{
  char cVar1;
  int in_GS_OFFSET;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  cVar1 = V_IsAbsolutePath(param_1);
  if (cVar1 == '\0') {
    if (g_pSndIOPathPrefix == 0) {
      V_strncpy(local_114,"sound",0x104);
    }
    else {
      V_snprintf(local_114,0x104,"%s/sound",g_pSndIOPathPrefix);
    }
    if ((*param_1 != '\\') && (*param_1 != '/')) {
      V_strncat(local_114,"/",0x104,-1);
    }
    V_strncat(local_114,param_1,0x104,-1);
  }
  else {
    V_strncpy(local_114,param_1,0x104);
  }
  (**(code **)(*(int *)(g_pFileSystem + 4) + 8))(g_pFileSystem + 4,local_114,&DAT_002a3e98,"AUDIO");
  if (local_10 == *(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)