L L4D2node

TZip::open_dir

0x000ee2b0 · 96 bytes · __thiscall

_ZN4TZip8open_dirEv

Decompiled

undefined (1 param)

/* TZip::open_dir() */

undefined4 __thiscall TZip::open_dir(TZip *this)

{
  time_t tVar1;
  undefined4 uVar2;
  
  *(undefined4 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x58) = 0;
  this[0x54] = (TZip)0x0;
  *(undefined4 *)(this + 0x4c) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 100) = 0;
  *(undefined4 *)(this + 0x48) = 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;
}

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)