L L4D2node

BZ2_bzReadOpen

0x0028fed0 · 382 bytes · unknown

Decompiled

undefined (0 params)

undefined4 *
BZ2_bzReadOpen(int *param_1,FILE *param_2,uint param_3,uint param_4,undefined1 *param_5,uint param_6
              )

{
  undefined1 *puVar1;
  int iVar2;
  undefined4 *__ptr;
  undefined1 *puVar3;
  
  if (param_1 != (int *)0x0) {
    *param_1 = 0;
  }
  if ((((param_2 == (FILE *)0x0) || (1 < param_4)) || (4 < param_3)) ||
     (((param_5 == (undefined1 *)0x0 && (param_6 != 0)) ||
      ((5000 < param_6 && (param_5 != (undefined1 *)0x0)))))) {
    if (param_1 != (int *)0x0) {
      *param_1 = -2;
    }
  }
  else {
    iVar2 = ferror(param_2);
    if (iVar2 == 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;
        }
        iVar2 = 0;
        *(undefined1 *)(__ptr + 0x4f2) = 0;
        *__ptr = param_2;
        __ptr[0x4f1] = 0;
        __ptr[0x4e3] = 0;
        puVar3 = param_5 + param_6;
        *(undefined1 *)(__ptr + 0x4e4) = 0;
        __ptr[0x4ee] = 0;
        __ptr[0x4ef] = 0;
        __ptr[0x4f0] = 0;
        if (0 < (int)param_6) {
          do {
            puVar1 = param_5 + 1;
            *(undefined1 *)((int)__ptr + iVar2 + 4) = *param_5;
            iVar2 = __ptr[0x4e3] + 1;
            __ptr[0x4e3] = iVar2;
            param_5 = puVar1;
          } while (puVar1 != puVar3);
        }
        iVar2 = BZ2_bzDecompressInit(__ptr + 0x4e5,param_3,param_4);
        if (iVar2 == 0) {
          *(undefined1 *)(__ptr + 0x4f2) = 1;
          __ptr[0x4e6] = __ptr[0x4e3];
          __ptr[0x4e5] = __ptr + 1;
          return __ptr;
        }
        if (param_1 != (int *)0x0) {
          *param_1 = iVar2;
        }
        __ptr[0x4f1] = iVar2;
        free(__ptr);
      }
    }
    else if (param_1 != (int *)0x0) {
      *param_1 = -6;
      return (undefined4 *)0x0;
    }
  }
  return (undefined4 *)0x0;
}

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)