L L4D2node

LzmaDecodeProperties

0x00252c30 · 106 bytes · __cdecl

_Z20LzmaDecodePropertiesP16_CLzmaPropertiesPKhi

Decompiled

undefined (3 params)

/* LzmaDecodeProperties(_CLzmaProperties*, unsigned char const*, int) */

undefined4 LzmaDecodeProperties(_CLzmaProperties *param_1,uchar *param_2,int param_3)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  byte bVar4;
  
  uVar1 = 1;
  if (4 < param_3) {
    bVar4 = *param_2;
    if (bVar4 < 0xe1) {
      *(undefined4 *)(param_1 + 8) = 0;
      if (0x2c < bVar4) {
        iVar2 = 0;
        do {
          bVar4 = bVar4 - 0x2d;
          iVar2 = iVar2 + 1;
        } while (0x2c < bVar4);
        *(int *)(param_1 + 8) = iVar2;
      }
      *(undefined4 *)(param_1 + 4) = 0;
      if (8 < bVar4) {
        iVar2 = 1;
        do {
          iVar3 = iVar2;
          bVar4 = bVar4 - 9;
          iVar2 = iVar3 + 1;
        } while (8 < bVar4);
        *(int *)(param_1 + 4) = iVar3;
      }
      uVar1 = 0;
      *(uint *)param_1 = (uint)bVar4;
    }
  }
  return uVar1;
}

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)