Script_StringToFile
0x00b43220 · 260 bytes · __cdecl
_ZL19Script_StringToFilePKcS0_
Decompiled
undefined (2 params)
/* Script_StringToFile(char const*, char const*) */
bool Script_StringToFile(char *param_1,char *param_2)
{
code *pcVar1;
bool bVar2;
int iVar3;
int iVar4;
int in_GS_OFFSET;
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
bVar2 = CreateAndValidateFileLocation<260u>(local_124,param_1);
if (bVar2) {
iVar3 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 8))
(g_pFullFileSystem + 4,local_124,&DAT_00bf9593,"DEFAULT_WRITE_PATH");
if (iVar3 - 1U < 0xfffffffe) {
pcVar1 = *(code **)(*(int *)(g_pFullFileSystem + 4) + 4);
iVar4 = _V_strlen(param_2);
(*pcVar1)(g_pFullFileSystem + 4,param_2,iVar4 + 1,iVar3);
(**(code **)(*(int *)(g_pFullFileSystem + 4) + 0xc))(g_pFullFileSystem + 4,iVar3);
}
else {
bVar2 = false;
Warning("Couldn\'t open %s (as %x) to write out the table\n",local_124,param_1);
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return bVar2;
}
/* 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.