L L4D2node

__wrap_scandir

0x0025ac30 · 221 bytes · unknown

Decompiled

undefined (0 params)

int __wrap_scandir(char *param_1,dirent ***param_2,__selector *param_3,__cmp *param_4)

{
  int iVar1;
  int in_GS_OFFSET;
  char *local_228;
  char local_224 [512];
  undefined4 local_24;
  int local_20;
  
  local_228 = (char *)0x0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_24 = pathmatch(param_1,&local_228,false,local_224,0x200);
  if (local_228 == (char *)0x0) {
    local_228 = param_1;
  }
                    /* try { // try from 0025acb8 to 0025acbc has its CatchHandler @ 0025ad13 */
  iVar1 = scandir(local_228,param_2,param_3,param_4);
  if ((local_228 != param_1) && (local_228 != local_224)) {
    free(local_228);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar1;
  }
                    /* 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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)