L L4D2node

TZip::read

0x000ee310 · 116 bytes · __thiscall

_ZN4TZip4readEPcj

Decompiled

undefined (3 params)

/* TZip::read(char*, unsigned int) */

uint __thiscall TZip::read(TZip *this,char *param_1,uint param_2)

{
  uint uVar1;
  uint __n;
  undefined4 uVar2;
  
  if (*(int *)(this + 0x58) != 0) {
    uVar1 = *(uint *)(this + 0x60);
    __n = 0;
    if (uVar1 < *(uint *)(this + 0x5c)) {
      __n = *(uint *)(this + 0x5c) - uVar1;
      if (param_2 <= __n) {
        __n = param_2;
      }
      memcpy(param_1,(void *)(uVar1 + *(int *)(this + 0x58)),__n);
      *(uint *)(this + 0x60) = *(int *)(this + 0x60) + __n;
      *(uint *)(this + 0x48) = *(int *)(this + 0x48) + __n;
      uVar2 = crc32(*(ulong *)(this + 0x4c),(uchar *)param_1,__n);
      *(undefined4 *)(this + 0x4c) = uVar2;
    }
    return __n;
  }
  *(undefined4 *)(this + 0xc) = 0x1000000;
  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)