NET_BufferToBufferDecompress
0x001c51f0 · 228 bytes · __cdecl
_Z28NET_BufferToBufferDecompressPcPjS_j
Decompiled
undefined (4 params)
/* NET_BufferToBufferDecompress(char*, unsigned int*, char*, unsigned int) */
undefined4 NET_BufferToBufferDecompress(char *param_1,uint *param_2,char *param_3,uint param_4)
{
uint uVar1;
uint uVar2;
undefined4 uVar3;
CLZSS local_28 [8];
undefined4 local_20;
uVar3 = 0;
if (8 < param_4) {
local_20 = 0x1000;
uVar3 = CLZSS::IsCompressed(local_28,(uchar *)param_3);
if ((char)uVar3 == '\0') {
if (param_4 <= *param_2) {
_V_memcpy(param_1,param_3,param_4);
*param_2 = param_4;
return 1;
}
Warning("NET_BufferToBufferDecompress with improperly sized dest buffer (%u in, %u needed)\n",
*param_2);
return uVar3;
}
uVar1 = CLZSS::GetActualSize(local_28,(uchar *)param_3);
uVar2 = *param_2;
if (uVar2 < uVar1) {
uVar3 = 0;
Warning("NET_BufferToBufferDecompress with improperly sized dest buffer (%u in, %u needed)\n",
uVar2,uVar1);
}
else {
uVar2 = CLZSS::SafeUncompress(local_28,(uchar *)param_3,param_4,(uchar *)param_1,uVar2);
*param_2 = uVar2;
}
}
return uVar3;
}
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.