L L4D2node

TZip::swrite

0x000ee110 · 20 bytes · __cdecl

_ZN4TZip6swriteEPvPKcj

Decompiled

undefined (3 params)

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

undefined4 TZip::swrite(void *param_1,char *param_2,uint param_3)

{
  undefined4 uVar1;
  
  if (param_3 == 0) {
    return 0;
  }
  uVar1 = write(param_1,param_2,param_3);
  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)