L L4D2node

GetModSubdirectory

0x00bd6ac0 · 174 bytes · __cdecl

_Z18GetModSubdirectoryPKcPci

Decompiled

undefined (3 params)

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

void GetModSubdirectory(char *param_1,char *param_2,int param_3)

{
  char *pcVar1;
  int iVar2;
  
  (**(code **)(*g_pFullFileSystem + 0x34))(g_pFullFileSystem,&DAT_00c146f4,0,param_2,param_3);
  pcVar1 = strchr(param_2,0x3b);
  if (pcVar1 != (char *)0x0) {
    *pcVar1 = '\0';
  }
  V_StripTrailingSlash(param_2);
  if (param_1 != (char *)0x0) {
    iVar2 = _V_strlen(param_1);
    V_strncat(param_2,"\\",param_3,1);
    V_strncat(param_2,param_1,param_3,iVar2);
  }
  V_FixSlashes(param_2,'/');
  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)