L L4D2node

Sys_mkdir

0x00214d50 · 297 bytes · __cdecl

_Z9Sys_mkdirPKc

Decompiled

undefined (1 param)

/* Sys_mkdir(char const*) */

void Sys_mkdir(char *param_1)

{
  char *pcVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  int in_GS_OFFSET;
  char acStack_125 [261];
  int local_20;
  
  pcVar1 = acStack_125 + 1;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(pcVar1,param_1,0x104);
  iVar3 = _V_strlen(pcVar1);
  if (0 < iVar3) {
    if (acStack_125[iVar3] == '/') {
      acStack_125[iVar3] = '\0';
    }
    else if (acStack_125[iVar3] == '\\') {
      acStack_125[iVar3] = '\0';
    }
  }
  if (((acStack_125[1] == '/') || (puVar4 = &DAT_002a0772, acStack_125[1] == '\\')) &&
     ((acStack_125[2] == '/' || (puVar4 = &DAT_002a0772, acStack_125[2] == '\\')))) {
    puVar4 = (undefined *)0x0;
  }
  cVar2 = (**(code **)(g_pFileSystem[1] + 0x28))(g_pFileSystem + 1,pcVar1,puVar4);
  if ((cVar2 != '\0') &&
     (cVar2 = (**(code **)(*g_pFileSystem + 0x4c))(g_pFileSystem,pcVar1,puVar4), cVar2 == '\0')) {
    (**(code **)(*g_pFileSystem + 0x40))(g_pFileSystem,pcVar1,puVar4);
  }
  (**(code **)(*g_pFileSystem + 0x48))(g_pFileSystem,param_1,puVar4);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)