L L4D2node

TZip::open_handle

0x000ee1e0 · 75 bytes · __cdecl

_ZN4TZip11open_handleEPvj

Decompiled

undefined (2 params)

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

int TZip::open_handle(void *param_1,uint param_2)

{
  *(undefined4 *)((int)param_1 + 0x50) = 0;
  *(undefined4 *)((int)param_1 + 0x58) = 0;
  *(undefined1 *)((int)param_1 + 0x54) = 0;
  *(undefined4 *)((int)param_1 + 0x4c) = 0;
  *(undefined4 *)((int)param_1 + 0x44) = 0;
  *(undefined4 *)((int)param_1 + 100) = 0;
  *(undefined4 *)((int)param_1 + 0x48) = 0;
  return (-(uint)(param_2 - 1 < 0xfffffffe) & 0x30000) + 0x10000;
}

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)