L L4D2node

TZip::AddCentral

0x000eee30 · 242 bytes · __thiscall

_ZN4TZip10AddCentralEv

Decompiled

undefined (1 param)

/* TZip::AddCentral() */

undefined4 __thiscall TZip::AddCentral(TZip *this)

{
  zlist *pzVar1;
  int iVar2;
  ulong uVar3;
  int iVar4;
  zlist *pzVar5;
  bool bVar6;
  int local_24;
  
  iVar4 = *(int *)(this + 0x10);
  if (*(zlist **)(this + 0x28) == (zlist *)0x0) {
    local_24 = 0;
    uVar3 = 0;
  }
  else {
    bVar6 = true;
    local_24 = 0;
    pzVar5 = *(zlist **)(this + 0x28);
    do {
      if (bVar6) {
        iVar2 = putcentral(pzVar5,swrite,this);
        bVar6 = iVar2 == 0;
      }
      local_24 = local_24 + 1;
      *(int *)(this + 0x10) =
           *(int *)(this + 0x10) + *(int *)(pzVar5 + 0x18) + 0x2e + *(int *)(pzVar5 + 0x20) +
           *(int *)(pzVar5 + 0x24);
      pzVar1 = *(zlist **)(pzVar5 + 0x35c);
      if (*(void **)(pzVar5 + 0x140) != (void *)0x0) {
        operator_delete__(*(void **)(pzVar5 + 0x140));
      }
      operator_delete(pzVar5);
      pzVar5 = pzVar1;
    } while (pzVar1 != (zlist *)0x0);
    if (!bVar6) {
      return 0x400;
    }
    uVar3 = *(int *)(this + 0x10) - iVar4;
  }
  iVar4 = putend(local_24,uVar3,iVar4 + *(int *)(this + 8),0,(char *)0x0,swrite,this);
  *(int *)(this + 0x10) = *(int *)(this + 0x10) + 0x16;
  if (iVar4 != 0) {
    return 0x400;
  }
  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)