CServerGameDLL::GenerateLumpFileName
0x006c5230 · 175 bytes · __thiscall
_ZN14CServerGameDLL20GenerateLumpFileNameEPKcPcii
Decompiled
undefined (5 params)
/* CServerGameDLL::GenerateLumpFileName(char const*, char*, int, int) */
void __thiscall
CServerGameDLL::GenerateLumpFileName
(CServerGameDLL *this,char *param_1,char *param_2,int param_3,int param_4)
{
char cVar1;
char *pcVar2;
int in_GS_OFFSET;
char local_124 [260];
int local_20;
pcVar2 = "h";
local_20 = *(int *)(in_GS_OFFSET + 0x14);
cVar1 = CTerrorGameRules::IsSurvivalMode();
if (cVar1 == '\0') {
cVar1 = CTerrorGameRules::IsScavengeMode();
pcVar2 = "l";
if (cVar1 != '\0') {
pcVar2 = "s";
}
}
V_StripExtension(param_1,local_124,0x104);
V_snprintf(param_2,param_3,"%s_%s_%d%s",local_124,pcVar2,param_4,&DAT_00c8fd34);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.