L L4D2node

TZip::Add

0x000eede0 · 65 bytes · __thiscall

_ZN4TZip3AddEPKcPvjj

Decompiled

undefined (5 params)

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

undefined8 __thiscall TZip::Add(TZip *this,char *param_1,void *param_2,uint param_3,uint param_4)

{
  undefined4 uVar1;
  undefined8 uVar2;
  
  uVar1 = 0x40000;
  if ((*(int *)(this + 0xc) == 0) && (uVar1 = 0x50000, this[0x24] == (TZip)0x0)) {
    uVar2 = Add((TZip *)param_3,(char *)param_4,param_2,param_3,param_4);
    return uVar2;
  }
  return CONCAT44(param_1,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)