L L4D2node

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 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)