CLZSS::SafeUncompress
0x002547a0 · 312 bytes · __thiscall
_ZN5CLZSS14SafeUncompressEPhjS0_j
Decompiled
undefined (5 params)
/* CLZSS::SafeUncompress(unsigned char*, unsigned int, unsigned char*, unsigned int) */
uint __thiscall
CLZSS::SafeUncompress(CLZSS *this,uchar *param_1,uint param_2,uchar *param_3,uint param_4)
{
int iVar1;
byte bVar2;
uint uVar3;
uint uVar4;
int iVar5;
byte *pbVar6;
uint uVar7;
byte *pbVar8;
uint uVar9;
uint local_20;
uint local_1c;
int local_18;
if ((((param_2 < 9) || (param_1 == (uchar *)0x0)) || (*(int *)param_1 != 0x53535a4c)) ||
((uVar3 = *(uint *)(param_1 + 4), uVar3 == 0 || (param_4 < uVar3)))) {
return 0;
}
pbVar8 = param_1 + 8;
uVar9 = 0;
local_1c = 0;
local_20 = 0;
local_18 = param_2 - 8;
do {
if (uVar9 == 0) {
if (local_18 == 0) {
return 0;
}
local_1c = (uint)*pbVar8;
pbVar8 = pbVar8 + 1;
local_18 = local_18 + -1;
}
uVar9 = uVar9 + 1 & 7;
if ((local_1c & 1) == 0) {
local_20 = local_20 + 1;
if (param_4 < local_20) {
return 0;
}
if (local_18 == 0) {
return 0;
}
bVar2 = *pbVar8;
pbVar6 = param_3 + 1;
pbVar8 = pbVar8 + 1;
local_18 = local_18 + -1;
*param_3 = bVar2;
}
else {
if (local_18 == 0) {
return 0;
}
bVar2 = *pbVar8;
if (local_18 == 1) {
return 0;
}
pbVar6 = pbVar8 + 1;
pbVar8 = pbVar8 + 2;
local_18 = local_18 + -2;
uVar7 = *pbVar6 & 0xf;
uVar4 = (int)(uint)*pbVar6 >> 4 | (uint)bVar2 << 4;
iVar1 = uVar7 + 1;
if (iVar1 == 1) {
if (local_20 == uVar3) {
return local_20;
}
return 0;
}
if (local_20 <= uVar4) {
return 0;
}
local_20 = local_20 + iVar1;
if (param_4 < local_20) {
return 0;
}
iVar5 = 0;
do {
param_3[iVar5] = param_3[iVar5 + ~uVar4];
iVar5 = iVar5 + 1;
} while (iVar5 < iVar1);
pbVar6 = param_3 + uVar7 + 1;
}
local_1c = (int)local_1c >> 1;
param_3 = pbVar6;
} while( true );
}
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.