NET_BufferToBufferCompress
0x001c5130 · 176 bytes · __cdecl
_Z26NET_BufferToBufferCompressPcPjS_j
Decompiled
undefined (4 params)
/* NET_BufferToBufferCompress(char*, unsigned int*, char*, unsigned int) */
undefined4 NET_BufferToBufferCompress(char *param_1,uint *param_2,char *param_3,uint param_4)
{
void *__ptr;
uint local_2c;
CLZSS local_28 [8];
undefined4 local_20;
_V_memcpy(param_1,param_3,param_4);
local_20 = 0x1000;
local_2c = 0;
__ptr = (void *)CLZSS::Compress(local_28,(uchar *)param_3,param_4,&local_2c);
if (__ptr != (void *)0x0) {
if ((local_2c != 0) && (local_2c <= *param_2)) {
_V_memcpy(param_1,__ptr,local_2c);
*param_2 = local_2c;
free(__ptr);
return 1;
}
free(__ptr);
}
_V_memcpy(param_1,param_3,param_4);
*param_2 = param_4;
return 0;
}
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.