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 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.