L L4D2node

BZ2_bzReadClose

0x002902d0 · 140 bytes · unknown

Decompiled

undefined (0 params)

void BZ2_bzReadClose(undefined4 *param_1,void *param_2)

{
  if (param_1 == (undefined4 *)0x0) {
    if (param_2 == (void *)0x0) {
      return;
    }
    *(undefined4 *)((int)param_2 + 0x13c4) = 0;
    if (*(char *)((int)param_2 + 0x1390) == '\0') goto LAB_0029032b;
  }
  else {
    *param_1 = 0;
    if (param_2 == (void *)0x0) {
      return;
    }
    *(undefined4 *)((int)param_2 + 0x13c4) = 0;
    if (*(char *)((int)param_2 + 0x1390) == '\0') {
LAB_0029032b:
      if (*(char *)((int)param_2 + 0x13c8) != '\0') {
        BZ2_bzDecompressEnd((int)param_2 + 0x1394);
        free(param_2);
        return;
      }
      free(param_2);
      return;
    }
    *param_1 = 0xffffffff;
  }
  *(undefined4 *)((int)param_2 + 0x13c4) = 0xffffffff;
  return;
}

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)