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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.