L L4D2node

UTIL_LoadFileForMe

0x00b2ed20 · 110 bytes · __cdecl

_Z18UTIL_LoadFileForMePKcPi

Decompiled

undefined (2 params)

/* UTIL_LoadFileForMe(char const*, int*) */

undefined4 UTIL_LoadFileForMe(char *param_1,int *param_2)

{
  int iVar1;
  undefined4 local_10 [2];
  
  local_10[0] = 0;
  iVar1 = (**(code **)(*filesystem + 0x11c))(filesystem,param_1,"GAME",local_10,1,1,0,0,0);
  if (param_2 != (int *)0x0) {
    *param_2 = iVar1;
  }
  return local_10[0];
}

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)