CUtlFilenameSymbolTable::FindOrAddFileName
0x00264120 · 467 bytes · __thiscall
_ZN23CUtlFilenameSymbolTable17FindOrAddFileNameEPKc
Decompiled
undefined (2 params)
/* CUtlFilenameSymbolTable::FindOrAddFileName(char const*) */
uint __thiscall
CUtlFilenameSymbolTable::FindOrAddFileName(CUtlFilenameSymbolTable *this,char *param_1)
{
char cVar1;
short sVar2;
short sVar3;
ushort uVar4;
uint uVar5;
int iVar6;
int in_GS_OFFSET;
char local_32c [260];
char local_228 [260];
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_1 == (char *)0x0) {
uVar5 = 0;
}
else {
uVar5 = FindFileName(this,param_1);
if (uVar5 == 0) {
V_strncpy(local_32c,param_1,0x104);
V_RemoveDotSlashes(local_32c,'/');
V_ExtractFilePath(local_32c,local_228,0x104);
iVar6 = _V_strlen(local_228);
V_strncpy(local_124,local_32c + iVar6,0x104);
iVar6 = ThreadGetCurrentId();
LOCK();
*(int *)(this + 0x40) = *(int *)(this + 0x40) + 1;
UNLOCK();
if ((0 < *(int *)(this + 0x3c)) ||
(((*(int *)(this + 0x38) != 0 && (iVar6 != *(int *)(this + 0x38))) ||
(cVar1 = ThreadInterlockedAssignIf64(this + 0x38,iVar6,0,0,0), cVar1 == '\0')))) {
CThreadSpinRWLock::SpinLockForWrite((uint)(this + 0x38));
}
sVar2 = CCountedStringPool::FindStringHandle((CCountedStringPool *)this,local_228);
sVar3 = CCountedStringPool::FindStringHandle((CCountedStringPool *)this,local_124);
uVar5 = CONCAT22(sVar3,sVar2);
if ((sVar2 == 0) || (sVar3 == 0)) {
uVar4 = CCountedStringPool::ReferenceStringHandle((CCountedStringPool *)this,local_228);
iVar6 = CCountedStringPool::ReferenceStringHandle((CCountedStringPool *)this,local_124);
uVar5 = (uint)uVar4 | iVar6 << 0x10;
}
CThreadSpinRWLock::UnlockWrite();
}
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return uVar5;
}
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.