L L4D2node

V_ComposeFileName

0x0025edd0 · 156 bytes · __cdecl

_Z17V_ComposeFileNamePKcS0_Pci

Decompiled

undefined (4 params)

/* V_ComposeFileName(char const*, char const*, char*, int) */

void V_ComposeFileName(char *param_1,char *param_2,char *param_3,int param_4)

{
  char cVar1;
  char *pcVar2;
  
  strncpy(param_3,param_1,param_4);
  if (0 < param_4) {
    param_3[param_4 + -1] = '\0';
  }
  cVar1 = *param_3;
  pcVar2 = param_3;
  while (cVar1 != '\0') {
    if ((cVar1 == '/') || (cVar1 == '\\')) {
      *pcVar2 = '/';
    }
    pcVar2 = pcVar2 + 1;
    cVar1 = *pcVar2;
  }
  V_AppendSlash(param_3,param_4);
  V_strncat(param_3,param_2,param_4,-1);
  cVar1 = *param_3;
  while (cVar1 != '\0') {
    if ((cVar1 == '/') || (cVar1 == '\\')) {
      *param_3 = '/';
    }
    param_3 = param_3 + 1;
    cVar1 = *param_3;
  }
  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)