CRC_File
0x00114dc0 · 417 bytes · __cdecl
_Z8CRC_FilePmPKc
Decompiled
undefined (2 params)
/* CRC_File(unsigned long*, char const*) */
undefined4 CRC_File(ulong *param_1,char *param_2)
{
int iVar1;
uint uVar2;
int iVar3;
undefined4 uVar4;
int in_GS_OFFSET;
void *pvStack_10024;
undefined1 auStack_10020 [65552];
iVar1 = *(int *)(in_GS_OFFSET + 0x14);
CRC32_Init(param_1);
uVar2 = COM_OpenFile(param_2,&pvStack_10024,0);
if ((pvStack_10024 == (void *)0x0) || (uVar2 == 0xffffffff)) {
LAB_00114f20:
uVar4 = 0;
}
else {
if (0 < (int)uVar2) {
do {
if (uVar2 < 0x10001) {
iVar3 = (**(code **)g_pFileSystem[1])(g_pFileSystem + 1,auStack_10020,uVar2);
}
else {
iVar3 = (**(code **)g_pFileSystem[1])
(g_pFileSystem + 1,auStack_10020,0x10000,pvStack_10024);
}
if (0 < iVar3) {
uVar2 = uVar2 - iVar3;
CRC32_ProcessBuffer(param_1,auStack_10020,iVar3);
}
uVar4 = (**(code **)(*g_pFileSystem + 0x5c))(g_pFileSystem,pvStack_10024);
if ((char)uVar4 != '\0') {
(**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,pvStack_10024);
goto LAB_00114ef4;
}
uVar4 = (**(code **)(*g_pFileSystem + 0x58))(g_pFileSystem,pvStack_10024);
if ((char)uVar4 == '\0') {
if (pvStack_10024 == (void *)0x0) goto LAB_00114f20;
(**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,pvStack_10024);
goto LAB_00114ef4;
}
} while (0 < (int)uVar2);
if (pvStack_10024 == (void *)0x0) goto LAB_00114ef4;
}
(**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,pvStack_10024);
uVar4 = 1;
}
LAB_00114ef4:
if (iVar1 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return uVar4;
}
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.