L L4D2node

BZ2_bzReadGetUnused

0x00290600 · 136 bytes · unknown

Decompiled

undefined (0 params)

void BZ2_bzReadGetUnused(undefined4 *param_1,int param_2,undefined4 *param_3,undefined4 *param_4)

{
  if (param_2 == 0) {
    if (param_1 != (undefined4 *)0x0) {
      *param_1 = 0xfffffffe;
      return;
    }
  }
  else {
    if (*(int *)(param_2 + 0x13c4) == 4) {
      if ((param_3 != (undefined4 *)0x0) && (param_4 != (undefined4 *)0x0)) {
        if (param_1 != (undefined4 *)0x0) {
          *param_1 = 0;
        }
        *(undefined4 *)(param_2 + 0x13c4) = 0;
        *param_4 = *(undefined4 *)(param_2 + 0x1398);
        *param_3 = *(undefined4 *)(param_2 + 0x1394);
        return;
      }
      if (param_1 != (undefined4 *)0x0) {
        *param_1 = 0xfffffffe;
      }
      *(undefined4 *)(param_2 + 0x13c4) = 0xfffffffe;
      return;
    }
    if (param_1 != (undefined4 *)0x0) {
      *param_1 = 0xffffffff;
    }
    *(undefined4 *)(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)