L L4D2node

DoIncludeScript

0x00b46050 · 120 bytes · __regparm3

_Z15DoIncludeScriptPKcP9HSCRIPT__.part.309

Decompiled

undefined (2 params)

/* DoIncludeScript(char const*, HSCRIPT__*) [clone .part.309] */

undefined4 __regparm3 DoIncludeScript(char *param_1,HSCRIPT__ *param_2)

{
  code *pcVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = *(code **)(*g_pScriptVM + 0xcc);
  pcVar2 = "unknown";
  if (param_1 != (char *)0x0) {
    pcVar2 = param_1;
  }
  CFmtStrN<256>::CFmtStrN(local_11c,"Failed to include script \"%s\"",pcVar2);
  (*pcVar1)(g_pScriptVM,local_117);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return 0;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)