L L4D2node

DecompressBZipToDisk

0x0013c360 · 751 bytes · __regparm3

_ZL20DecompressBZipToDiskPKcS0_Pci

Decompiled

undefined (4 params)

/* DecompressBZipToDisk(char const*, char const*, char*, int) */

bool __regparm3 DecompressBZipToDisk(char *param_1,char *param_2,char *param_3,int param_4)

{
  int iVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  int iVar6;
  int in_GS_OFFSET;
  bool bStack_10235;
  char acStack_10228 [260];
  char acStack_10124 [260];
  undefined1 auStack_10020 [65552];
  
  iVar1 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(acStack_10228,param_1,0x104);
  V_RemoveDotSlashes(acStack_10228,'/');
  cVar2 = (**(code **)(g_pFileSystem[1] + 0x28))(g_pFileSystem + 1,acStack_10228,0);
  if ((cVar2 != '\0') ||
     (bStack_10235 = param_3 == (char *)0x0 || param_4 < 1, param_3 == (char *)0x0 || param_4 < 1))
  {
LAB_0013c3e2:
    bStack_10235 = false;
  }
  else {
    COM_CreatePath(acStack_10228);
    V_MakeAbsolutePath(acStack_10124,0x104,param_2,com_gamedir);
    cVar2 = (**(code **)(g_pFileSystem[1] + 0x28))(g_pFileSystem + 1,acStack_10124,0);
    if (cVar2 == '\0') {
      iVar3 = (**(code **)(g_pFileSystem[1] + 8))(g_pFileSystem + 1,acStack_10124,&DAT_002a5c80,0);
      if (iVar3 == 0) goto LAB_0013c3e2;
      iVar4 = (**(code **)(g_pFileSystem[1] + 4))(g_pFileSystem + 1,param_3,param_4,iVar3);
      (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,iVar3);
      if (param_4 == iVar4) goto LAB_0013c500;
    }
    else {
LAB_0013c500:
      iVar3 = (**(code **)(g_pFileSystem[1] + 8))(g_pFileSystem + 1,acStack_10228,&DAT_002a5c80,0);
      if (iVar3 != 0) {
        uVar5 = BZ2_bzopen(acStack_10124,&DAT_002a3e98);
        do {
          iVar4 = BZ2_bzread(uVar5,auStack_10020,0x10000);
          if (iVar4 < 0) break;
          if (iVar4 == 0) {
            (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,iVar3);
            BZ2_bzclose(uVar5);
            (**(code **)(*g_pFileSystem + 0x40))(g_pFileSystem,param_2,0);
            bStack_10235 = true;
            goto LAB_0013c3e9;
          }
          iVar6 = (**(code **)(g_pFileSystem[1] + 4))(g_pFileSystem + 1,auStack_10020,iVar4,iVar3);
        } while (iVar4 == iVar6);
        (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,iVar3);
        BZ2_bzclose(uVar5);
        (**(code **)(*g_pFileSystem + 0x40))(g_pFileSystem,param_2,0);
        (**(code **)(*g_pFileSystem + 0x40))(g_pFileSystem,acStack_10228,0);
        goto LAB_0013c3e9;
      }
    }
    (**(code **)(*g_pFileSystem + 0x40))(g_pFileSystem,param_2,0);
  }
LAB_0013c3e9:
  if (iVar1 == *(int *)(in_GS_OFFSET + 0x14)) {
    return bStack_10235;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)