BZ2_bzCompressEnd
0x0028e850 · 132 bytes · unknown
Decompiled
undefined (0 params)
undefined4 BZ2_bzCompressEnd(int param_1)
{
int *piVar1;
int iVar2;
if (((param_1 != 0) && (piVar1 = *(int **)(param_1 + 0x20), piVar1 != (int *)0x0)) &&
(iVar2 = *piVar1, iVar2 == param_1)) {
if (piVar1[4] != 0) {
(**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),piVar1[4]);
}
if (piVar1[5] != 0) {
(**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),piVar1[5]);
}
if (piVar1[6] != 0) {
(**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),piVar1[6]);
}
(**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),*(undefined4 *)(iVar2 + 0x20));
*(undefined4 *)(iVar2 + 0x20) = 0;
return 0;
}
return 0xfffffffe;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.