L L4D2node

CLZSS::Uncompress

0x002548e0 · 239 bytes · __thiscall

_ZN5CLZSS10UncompressEPhS0_

Decompiled

undefined (3 params)

/* CLZSS::Uncompress(unsigned char*, unsigned char*) */

int __thiscall CLZSS::Uncompress(CLZSS *this,uchar *param_1,uchar *param_2)

{
  byte bVar1;
  byte bVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  byte *pbVar6;
  byte *pbVar7;
  byte *pbVar8;
  uint uVar9;
  int local_24;
  int local_1c;
  uint local_18;
  
  local_24 = 0;
  if (((param_1 != (uchar *)0x0) && (*(int *)param_1 == 0x53535a4c)) &&
     (local_24 = *(int *)(param_1 + 4), local_24 != 0)) {
    pbVar7 = param_1 + 8;
    uVar9 = 0;
    local_18 = 0;
    local_1c = 0;
    do {
      pbVar8 = pbVar7;
      if (uVar9 == 0) {
        local_18 = (uint)*pbVar7;
        pbVar8 = pbVar7 + 1;
      }
      uVar9 = uVar9 + 1 & 7;
      if ((local_18 & 1) == 0) {
        pbVar6 = param_2 + 1;
        pbVar7 = pbVar8 + 1;
        local_1c = local_1c + 1;
        *param_2 = *pbVar8;
      }
      else {
        bVar1 = pbVar8[1];
        pbVar7 = pbVar8 + 2;
        bVar2 = *pbVar8;
        uVar3 = bVar1 & 0xf;
        iVar5 = uVar3 + 1;
        if (iVar5 == 1) {
          iVar5 = 0;
          if (local_1c == local_24) {
            iVar5 = local_24;
          }
          return iVar5;
        }
        iVar4 = 0;
        do {
          param_2[iVar4] = param_2[iVar4 + ~((int)(uint)bVar1 >> 4 | (uint)bVar2 << 4)];
          iVar4 = iVar4 + 1;
        } while (iVar4 < iVar5);
        local_1c = local_1c + iVar5;
        pbVar6 = param_2 + uVar3 + 1;
      }
      local_18 = (int)local_18 >> 1;
      param_2 = pbVar6;
    } while( true );
  }
  return local_24;
}

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)