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 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.