L L4D2node

GetModContentSubdirectory

0x00bd6b70 · 125 bytes · __cdecl

_Z25GetModContentSubdirectoryPKcPci

Decompiled

undefined (3 params)

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

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

{
  undefined4 *__src;
  
  GetModSubdirectory(param_1,param_2,param_3);
  __src = (undefined4 *)V_stristr(param_2,"\\game\\");
  if (__src != (undefined4 *)0x0) {
    memmove((void *)((int)__src + 3),__src,(size_t)(param_2 + param_3 + (-9 - (int)__src)));
    *__src = 0x6e6f635c;
    __src[1] = 0x746e6574;
    *(undefined1 *)(__src + 2) = 0x5c;
    return;
  }
  Warning();
  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)