LoadMOTDFile
0x006ca040 · 376 bytes · __cdecl
_Z12LoadMOTDFilePKcP6ConVar
Decompiled
undefined (2 params)
/* LoadMOTDFile(char const*, ConVar*) */
void LoadMOTDFile(char *param_1,ConVar *param_2)
{
int iVar1;
char *pcVar2;
int iVar3;
int in_GS_OFFSET;
undefined1 local_4020 [16384];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar2 = "FCVAR_NEVER_AS_STRING";
if (((byte)param_2[0x15] & 0x10) == 0) {
pcVar2 = "";
if (*(char **)(*(int *)(param_2 + 0x1c) + 0x24) != (char *)0x0) {
pcVar2 = *(char **)(*(int *)(param_2 + 0x1c) + 0x24);
}
}
iVar1 = (**(code **)(*(int *)(filesystem + 4) + 0x1c))(filesystem + 4,pcVar2,"GAME");
if (iVar1 - 1U < 0x3ffe) {
pcVar2 = "FCVAR_NEVER_AS_STRING";
if (((byte)param_2[0x15] & 0x10) == 0) {
pcVar2 = "";
if (*(char **)(*(int *)(param_2 + 0x1c) + 0x24) != (char *)0x0) {
pcVar2 = *(char **)(*(int *)(param_2 + 0x1c) + 0x24);
}
}
iVar3 = (**(code **)(*(int *)(filesystem + 4) + 8))(filesystem + 4,pcVar2,"rb","GAME");
if (iVar3 != 0) {
(*(code *)**(undefined4 **)(filesystem + 4))(filesystem + 4,local_4020,iVar1,iVar3);
(**(code **)(*(int *)(filesystem + 4) + 0xc))(filesystem + 4,iVar3);
local_4020[iVar1] = 0;
(**(code **)(*g_pStringTableInfoPanel + 0x24))
(g_pStringTableInfoPanel,1,param_1,iVar1 + 1,local_4020);
}
}
else {
pcVar2 = "FCVAR_NEVER_AS_STRING";
if (((byte)param_2[0x15] & 0x10) == 0) {
pcVar2 = "";
if (*(char **)(*(int *)(param_2 + 0x1c) + 0x24) != (char *)0x0) {
pcVar2 = *(char **)(*(int *)(param_2 + 0x1c) + 0x24);
}
}
DevMsg("Invalid file size for %s\n",pcVar2);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.