L L4D2node

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 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)