V_MakeAbsolutePath
0x0004ade0 · 368 bytes · __cdecl
_Z18V_MakeAbsolutePathPciPKcS1_
Decompiled
undefined (4 params)
/* V_MakeAbsolutePath(char*, int, char const*, char const*) */
void V_MakeAbsolutePath(char *param_1,int param_2,char *param_3,char *param_4)
{
char cVar1;
char *pcVar2;
cVar1 = *param_3;
if ((cVar1 == '\0') || (((param_3[1] != ':' && (cVar1 != '/')) && (cVar1 != '\\')))) {
if (((param_4 == (char *)0x0) || (cVar1 = *param_4, cVar1 == '\0')) ||
((param_4[1] != ':' && ((cVar1 != '/' && (cVar1 != '\\')))))) {
pcVar2 = getcwd(param_1,param_2);
if (pcVar2 == (char *)0x0) {
Error("V_MakeAbsolutePath: _getcwd failed.");
}
if (param_4 != (char *)0x0) {
V_AppendSlash(param_1,param_2);
V_strncat(param_1,param_4,param_2,-1);
}
}
else {
strncpy(param_1,param_4,param_2);
if (0 < param_2) {
param_1[param_2 + -1] = '\0';
}
}
V_AppendSlash(param_1,param_2);
V_strncat(param_1,param_3,param_2,-1);
}
else {
strncpy(param_1,param_3,param_2);
if (0 < param_2) {
param_1[param_2 + -1] = '\0';
}
}
cVar1 = V_RemoveDotSlashes(param_1,'/');
if (cVar1 == '\0') {
Error("V_MakeAbsolutePath: tried to \"..\" past the root.");
}
cVar1 = *param_1;
while (cVar1 != '\0') {
if ((cVar1 == '/') || (cVar1 == '\\')) {
*param_1 = '/';
}
param_1 = param_1 + 1;
cVar1 = *param_1;
}
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.