UTIL_GetModDir
0x006c97a0 · 202 bytes · __cdecl
_Z14UTIL_GetModDirPcj
Decompiled
undefined (2 params)
/* UTIL_GetModDir(char*, unsigned int) */
undefined4 UTIL_GetModDir(char *param_1,uint param_2)
{
int *piVar1;
char *__s;
size_t sVar2;
int iVar3;
int iVar4;
piVar1 = (int *)CommandLine_Tier0();
__s = (char *)(**(code **)(*piVar1 + 0x18))(piVar1,"-game",&DAT_00bfafc2);
sVar2 = strlen(__s);
if (sVar2 <= param_2) {
V_strncpy(param_1,__s,param_2);
iVar3 = V_strnchr(param_1,'/',param_2);
if ((iVar3 != 0) || (iVar3 = V_strnchr(param_1,'\\',param_2), iVar3 != 0)) {
V_StripLastDir(param_1,param_2);
iVar3 = _V_strlen(param_1);
iVar4 = _V_strlen(__s);
V_strncpy(param_1,__s + iVar3,(iVar4 - iVar3) + 1);
}
return 1;
}
return 0;
}
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.