BZ2_bzDecompressInit
0x0028e8e0 · 279 bytes · unknown
Decompiled
undefined (0 params)
undefined4 BZ2_bzDecompressInit(int param_1,uint param_2,uint param_3)
{
int iVar1;
int *piVar2;
undefined4 uVar3;
code *pcVar4;
if (((param_1 != 0) && (param_3 < 2)) && (param_2 < 5)) {
pcVar4 = *(code **)(param_1 + 0x24);
if (pcVar4 == (code *)0x0) {
iVar1 = *(int *)(param_1 + 0x28);
*(code **)(param_1 + 0x24) = default_bzalloc;
pcVar4 = default_bzalloc;
}
else {
iVar1 = *(int *)(param_1 + 0x28);
}
if (iVar1 == 0) {
*(code **)(param_1 + 0x28) = default_bzfree;
}
piVar2 = (int *)(*pcVar4)(*(undefined4 *)(param_1 + 0x2c),0xfa74,1);
if (piVar2 == (int *)0x0) {
uVar3 = 0xfffffffd;
}
else {
*piVar2 = param_1;
*(int **)(param_1 + 0x20) = piVar2;
piVar2[1] = 10;
piVar2[8] = 0;
piVar2[7] = 0;
piVar2[0x319] = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 0;
*(undefined4 *)(param_1 + 0x18) = 0;
*(undefined4 *)(param_1 + 0x1c) = 0;
*(char *)(piVar2 + 10) = (char)param_3;
piVar2[0x315] = 0;
piVar2[0x314] = 0;
piVar2[0x313] = 0;
piVar2[0xb] = 0;
piVar2[0xc] = param_2;
uVar3 = 0;
}
return uVar3;
}
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.