L L4D2node

TZip::open_mem

0x000ee230 · 120 bytes · __thiscall

_ZN4TZip8open_memEPvj

Decompiled

undefined (3 params)

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

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

{
  time_t tVar1;
  undefined4 uVar2;
  
  *(undefined4 *)(this + 0x50) = 0;
  *(void **)(this + 0x58) = param_1;
  this[0x54] = (TZip)0x0;
  *(undefined4 *)(this + 0x4c) = 0;
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined4 *)(this + 100) = 0;
  *(uint *)(this + 0x5c) = param_2;
  *(undefined4 *)(this + 0x60) = 0;
  if ((param_1 != (void *)0x0) && (param_2 != 0)) {
    tVar1 = time((time_t *)0x0);
    *(time_t *)(this + 0x30) = tVar1;
    *(time_t *)(this + 0x34) = tVar1;
    *(time_t *)(this + 0x38) = tVar1;
    uVar2 = timet_to_timestamp(tVar1);
    *(undefined4 *)(this + 0x3c) = uVar2;
    return 0;
  }
  return 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)