L L4D2node

TZip::Create

0x000edfa0 · 157 bytes · __thiscall

_ZN4TZip6CreateEPvjj

Decompiled

undefined (4 params)

/* TZip::Create(void*, unsigned int, unsigned int) */

undefined4 __thiscall TZip::Create(TZip *this,void *param_1,uint param_2,uint param_3)

{
  undefined4 uVar1;
  void *pvVar2;
  
  uVar1 = 0x1000000;
  if (((((*(int *)this == 0) && (*(int *)(this + 4) == 0)) && (*(int *)(this + 0x18) == 0)) &&
      ((*(int *)(this + 0x10) == 0 && (*(int *)(this + 0xc) == 0)))) &&
     ((this[0x24] == (TZip)0x0 &&
      ((uVar1 = 0x10000, param_3 == 3 && (uVar1 = 0x30000, param_2 != 0)))))) {
    if (param_1 == (void *)0x0) {
      pvVar2 = calloc(param_2,1);
      *(undefined4 *)(this + 4) = 0xffffffff;
      *(void **)(this + 0x18) = pvVar2;
      if (pvVar2 == (void *)0x0) {
        return 0x300;
      }
    }
    else {
      *(void **)(this + 0x18) = param_1;
    }
    this[0x14] = (TZip)0x1;
    *(undefined4 *)(this + 0x1c) = 0;
    *(uint *)(this + 0x20) = param_2;
    uVar1 = 0;
  }
  return uVar1;
}

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)