L L4D2node

TZip::write

0x000ee050 · 97 bytes · __thiscall

_ZN4TZip5writeEPKcj

Decompiled

undefined (3 params)

/* TZip::write(char const*, unsigned int) */

uint __thiscall TZip::write(TZip *this,char *param_1,uint param_2)

{
  if (*(int *)(this + 0x18) == 0) {
    *(undefined4 *)(this + 0xc) = 0x1000000;
    return 0;
  }
  if (*(uint *)(this + 0x20) <= param_2 + *(int *)(this + 0x1c)) {
    *(undefined4 *)(this + 0xc) = 0x30000;
    return 0;
  }
  memcpy((void *)(*(int *)(this + 0x18) + *(int *)(this + 0x1c)),param_1,param_2);
  *(uint *)(this + 0x1c) = *(int *)(this + 0x1c) + param_2;
  return param_2;
}

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)