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 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.