ValidateMOTDFilename
0x006c5f10 · 111 bytes · __cdecl
_ZL20ValidateMOTDFilenameP7IConVarPKcf
Decompiled
undefined (3 params)
/* ValidateMOTDFilename(IConVar*, char const*, float) */
void ValidateMOTDFilename(IConVar *param_1,char *param_2,float param_3)
{
char *pcVar1;
char cVar2;
int iVar3;
undefined4 *local_14;
int local_10;
ConVarRef::ConVarRef((ConVarRef *)&local_14,param_1);
pcVar1 = *(char **)(local_10 + 0x24);
if ((((pcVar1 == (char *)0x0) || (iVar3 = _V_strlen(pcVar1), iVar3 < 1)) ||
(cVar2 = V_IsAbsolutePath(pcVar1), cVar2 != '\0')) ||
(iVar3 = _V_strstr(pcVar1,".."), iVar3 != 0)) {
(**(code **)*local_14)(local_14,*(undefined4 *)(local_10 + 0x20));
}
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.