L L4D2node

BZ2_bzclose

0x002909e0 · 190 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */

void BZ2_bzclose(undefined4 *param_1)

{
  FILE *__stream;
  int local_10;
  
  __stream = (FILE *)*param_1;
  if (*(char *)(param_1 + 0x4e4) == '\0') {
    BZ2_bzReadClose(&local_10,param_1);
  }
  else {
    BZ2_bzWriteClose64(&local_10,param_1,0,0,0,0,0);
    if (local_10 != 0) {
      BZ2_bzWriteClose64(0,param_1,1,0,0,0,0);
    }
  }
  if ((__stream != _stdin) && (__stream != _stdout)) {
    fclose(__stream);
  }
  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)