L L4D2node

BZ2_bzread

0x00290940 · 68 bytes · unknown

Decompiled

undefined (0 params)

undefined4 BZ2_bzread(int param_1,undefined4 param_2,undefined4 param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  uint local_10 [3];
  
  uVar2 = 0;
  if (*(int *)(param_1 + 0x13c4) != 4) {
    uVar1 = BZ2_bzRead(local_10,param_1,param_2,param_3);
    uVar2 = 0xffffffff;
    if ((local_10[0] & 0xfffffffb) == 0) {
      uVar2 = uVar1;
    }
  }
  return uVar2;
}

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)