L L4D2node

CaptionCreateCallback

0x003de860 · 195 bytes · __cdecl

_ZL21CaptionCreateCallbackPKcS0_S0_Pv

Decompiled

undefined (4 params)

/* CaptionCreateCallback(char const*, char const*, char const*, void*) */

undefined4 CaptionCreateCallback(char *param_1,char *param_2,char *param_3,void *param_4)

{
  char cVar1;
  undefined4 uVar2;
  void *local_44 [14];
  
  CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_44,0,0,0);
                    /* try { // try from 003de8c3 to 003de912 has its CatchHandler @ 003de926 */
  cVar1 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x38))
                    (g_pFullFileSystem + 4,param_1,param_3,(CUtlBuffer *)local_44,0,0,0);
  if (cVar1 != '\0') {
    cVar1 = SwapClosecaptionFile(local_44[0]);
    if (cVar1 != '\0') {
      uVar2 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x3c))
                        (g_pFullFileSystem + 4,param_2,param_3,(CUtlBuffer *)local_44);
      goto LAB_003de915;
    }
    Warning("Failed to create %s\n",param_2);
  }
  uVar2 = 0;
LAB_003de915:
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
  return uVar2;
}

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)