BZ2_bzBuffToBuffCompress
0x002906a0 · 278 bytes · unknown
Decompiled
undefined (0 params)
int BZ2_bzBuffToBuffCompress
(int param_1,int *param_2,int param_3,undefined4 param_4,int param_5,uint param_6,
uint param_7)
{
int iVar1;
int iVar2;
int local_4c;
undefined4 local_48;
int local_3c;
int local_38;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
if ((((param_1 != 0) && (param_2 != (int *)0x0)) && (param_3 != 0)) &&
(((param_5 - 1U < 9 && (param_6 < 5)) && (param_7 < 0xfb)))) {
if (param_7 == 0) {
param_7 = 0x1e;
}
local_28 = 0;
local_24 = 0;
local_20 = 0;
iVar1 = BZ2_bzCompressInit(&local_4c,param_5,param_6,param_7);
if (iVar1 == 0) {
local_3c = param_1;
local_4c = param_3;
local_48 = param_4;
local_38 = *param_2;
iVar2 = BZ2_bzCompress(&local_4c,2);
if (iVar2 == 3) {
iVar1 = -8;
BZ2_bzCompressEnd(&local_4c);
}
else {
if (iVar2 != 4) {
BZ2_bzCompressEnd(&local_4c);
return iVar2;
}
*param_2 = *param_2 - local_38;
BZ2_bzCompressEnd(&local_4c);
}
}
return iVar1;
}
return -2;
}
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.