L L4D2node

BZ2_bzDecompressEnd

0x0028f890 · 141 bytes · unknown

Decompiled

undefined (0 params)

undefined4 BZ2_bzDecompressEnd(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[0x313] != 0) {
      (**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),piVar1[0x313]);
    }
    if (piVar1[0x314] != 0) {
      (**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),piVar1[0x314]);
    }
    if (piVar1[0x315] != 0) {
      (**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),piVar1[0x315]);
    }
    (**(code **)(iVar2 + 0x28))(*(undefined4 *)(iVar2 + 0x2c),*(undefined4 *)(iVar2 + 0x20));
    *(undefined4 *)(iVar2 + 0x20) = 0;
    return 0;
  }
  return 0xfffffffe;
}

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.



        
        

⚠ 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.

Return-type handling cheatsheet (DHookReturn)