L L4D2node

VScriptServerRunScriptForAllAddons

0x00b4c2b0 · 409 bytes · __cdecl

_Z34VScriptServerRunScriptForAllAddonsPKcP9HSCRIPT__b

Decompiled

undefined (3 params)

/* VScriptServerRunScriptForAllAddons(char const*, HSCRIPT__*, bool) */

void VScriptServerRunScriptForAllAddons(char *param_1,HSCRIPT__ *param_2,bool param_3)

{
  undefined4 uVar1;
  char *pcVar2;
  CUtlMemory<unsigned_char,int> *this;
  int iVar3;
  int iVar4;
  int in_GS_OFFSET;
  int local_1034 [5];
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_1020,0x1000,"scripts/vscripts/%s_addon.nut",param_1);
  V_FixSlashes(local_1020,'/');
  local_1034[0] = 0;
  local_1034[1] = 0;
  local_1034[2] = 0;
  local_1034[3] = 0;
  local_1034[4] = 0;
                    /* try { // try from 00b4c355 to 00b4c3c0 has its CatchHandler @ 00b4c444 */
  (**(code **)(*g_pFullFileSystem + 0x84))(g_pFullFileSystem,local_1034,local_1020,"GAME");
  if (0 < local_1034[3]) {
    iVar3 = 0;
    do {
      uVar1 = CUtlString::Get((CUtlString *)(local_1034[0] + iVar3 * 0x10));
      Msg(">>> Loading addon script %s\n",uVar1);
      pcVar2 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar3 * 0x10 + local_1034[0]));
      VScriptServerRunScript(pcVar2,param_2,param_3);
      iVar3 = iVar3 + 1;
    } while (iVar3 < local_1034[3]);
  }
  iVar3 = local_1034[3] + -1;
  iVar4 = iVar3 * 0x10;
  if (-1 < iVar3) {
    do {
      iVar3 = iVar3 + -1;
      this = (CUtlMemory<unsigned_char,int> *)(local_1034[0] + iVar4);
      iVar4 = iVar4 + -0x10;
      CUtlMemory<unsigned_char,int>::Purge(this);
    } while (iVar3 != -1);
  }
  local_1034[3] = 0;
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)local_1034);
  local_1034[4] = local_1034[0];
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)local_1034);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

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)