CLZMA::IsCompressed
0x002541e0 · 25 bytes · __thiscall
_ZN5CLZMA12IsCompressedEPh
Decompiled
undefined (2 params)
/* CLZMA::IsCompressed(unsigned char*) */
bool __thiscall CLZMA::IsCompressed(CLZMA *this,uchar *param_1)
{
if (param_1 != (uchar *)0x0) {
return *(int *)param_1 == 0x414d5a4c;
}
return false;
}
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.