L L4D2node

TZip::sflush

0x000ee0c0 · 66 bytes · __cdecl

_ZN4TZip6sflushEPvPKcPj

Decompiled

undefined (3 params)

/* TZip::sflush(void*, char const*, unsigned int*) */

int TZip::sflush(void *param_1,char *param_2,uint *param_3)

{
  int iVar1;
  
  if (*param_3 != 0) {
    iVar1 = write(param_1,param_2,*param_3);
    if (iVar1 != 0) {
      *param_3 = 0;
      return iVar1;
    }
  }
  return 0;
}

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)