CreateZipZ
0x000ef2f0 · 194 bytes · __cdecl
_Z10CreateZipZPvjj
Decompiled
undefined (3 params)
/* CreateZipZ(void*, unsigned int, unsigned int) */
undefined4 * CreateZipZ(void *param_1,uint param_2,uint param_3)
{
TZip *this;
int iVar1;
int *piVar2;
undefined4 *puVar3;
tzset();
this = operator_new(0x4068);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x18) = 0;
this[0x24] = (TZip)0x0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x50) = 0;
iVar1 = TZip::Create(this,param_1,param_2,param_3);
piVar2 = (int *)___tls_get_addr();
*piVar2 = iVar1;
if (iVar1 != 0) {
operator_delete(this);
return (undefined4 *)0x0;
}
puVar3 = operator_new(8);
*puVar3 = 2;
puVar3[1] = this;
return puVar3;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.