BZ2_bzWriteOpen
0x0028f930 · 320 bytes · unknown
Decompiled
undefined (0 params)
undefined4 * BZ2_bzWriteOpen(int *param_1,FILE *param_2,int param_3,uint param_4,uint param_5)
{
int iVar1;
undefined4 *__ptr;
uint uVar2;
if (param_1 != (int *)0x0) {
*param_1 = 0;
}
if ((((param_2 == (FILE *)0x0) || (8 < param_3 - 1U)) || (0xfa < param_5)) || (4 < param_4)) {
if (param_1 != (int *)0x0) {
*param_1 = -2;
}
}
else {
iVar1 = ferror(param_2);
if (iVar1 == 0) {
__ptr = malloc(0x13cc);
if (__ptr == (undefined4 *)0x0) {
if (param_1 != (int *)0x0) {
*param_1 = -3;
}
}
else {
if (param_1 != (int *)0x0) {
*param_1 = 0;
}
*(undefined1 *)(__ptr + 0x4f2) = 0;
__ptr[0x4f1] = 0;
__ptr[0x4e3] = 0;
*__ptr = param_2;
*(undefined1 *)(__ptr + 0x4e4) = 1;
uVar2 = 0x1e;
if (param_5 != 0) {
uVar2 = param_5;
}
__ptr[0x4ee] = 0;
__ptr[0x4ef] = 0;
__ptr[0x4f0] = 0;
iVar1 = BZ2_bzCompressInit(__ptr + 0x4e5,param_3,param_4,uVar2);
if (iVar1 == 0) {
__ptr[0x4e6] = 0;
*(undefined1 *)(__ptr + 0x4f2) = 1;
return __ptr;
}
if (param_1 != (int *)0x0) {
*param_1 = iVar1;
}
__ptr[0x4f1] = iVar1;
free(__ptr);
}
}
else if (param_1 != (int *)0x0) {
*param_1 = -6;
return (undefined4 *)0x0;
}
}
return (undefined4 *)0x0;
}
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.