ZipAdd
0x000ef3c0 · 364 bytes · __cdecl
_Z6ZipAddP6HZIP__PKcPvjj
Decompiled
undefined (5 params)
/* ZipAdd(HZIP__*, char const*, void*, unsigned int, unsigned int) */
undefined4 ZipAdd(HZIP__ *param_1,char *param_2,void *param_3,uint param_4,uint param_5)
{
undefined4 *puVar1;
int iVar2;
undefined4 uVar3;
char *pcVar4;
int in_GS_OFFSET;
void *in_stack_fffffdcc;
void *pvVar5;
uint uVar6;
uint in_stack_fffffdd4;
char local_228 [520];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_1 == (HZIP__ *)0x0) {
uVar3 = 0x10000;
puVar1 = (undefined4 *)___tls_get_addr();
*puVar1 = 0x10000;
}
else if (*(int *)param_1 == 2) {
uVar6 = *(uint *)(param_1 + 4);
if (param_5 == 2) {
uVar3 = 0x40000;
pcVar4 = local_228;
for (iVar2 = 0x82; iVar2 != 0; iVar2 = iVar2 + -1) {
pcVar4[0] = '\0';
pcVar4[1] = '\0';
pcVar4[2] = '\0';
pcVar4[3] = '\0';
pcVar4 = pcVar4 + 4;
}
pvVar5 = (void *)0x208;
V_strncpy(local_228,param_2,0x208);
if ((*(int *)(uVar6 + 0xc) == 0) && (uVar3 = 0x50000, *(char *)(uVar6 + 0x24) == '\0')) {
uVar3 = TZip::Add((TZip *)param_4,(char *)0x2,pvVar5,uVar6,in_stack_fffffdd4);
}
}
else {
uVar3 = 0x40000;
if ((*(int *)(uVar6 + 0xc) == 0) && (uVar3 = 0x50000, *(char *)(uVar6 + 0x24) == '\0')) {
uVar3 = TZip::Add((TZip *)param_4,(char *)param_5,in_stack_fffffdcc,uVar6,in_stack_fffffdd4)
;
}
}
puVar1 = (undefined4 *)___tls_get_addr();
*puVar1 = uVar3;
}
else {
uVar3 = 0x80000;
puVar1 = (undefined4 *)___tls_get_addr();
*puVar1 = 0x80000;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return uVar3;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.