L L4D2node

__wrap___xstat64

0x0025b010 · 200 bytes · unknown

Decompiled

undefined (0 params)

int __wrap___xstat64(int param_1,char *param_2,stat64 *param_3)

{
  int iVar1;
  int in_GS_OFFSET;
  char *local_218;
  char local_214 [512];
  undefined4 local_14;
  int local_10;
  
  local_218 = (char *)0x0;
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  local_14 = pathmatch(param_2,&local_218,false,local_214,0x200);
  if (local_218 == (char *)0x0) {
    local_218 = param_2;
  }
                    /* try { // try from 0025b084 to 0025b088 has its CatchHandler @ 0025b0db */
  iVar1 = __xstat64(param_1,local_218,param_3);
  if ((local_218 != param_2) && (local_218 != local_214)) {
    free(local_218);
  }
  if (local_10 == *(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)