L L4D2node

BZ2_hbCreateDecodeTables

0x00299300 · 301 bytes · __cdecl

_Z24BZ2_hbCreateDecodeTablesPiS_S_Phiii

Decompiled

undefined (7 params)

/* BZ2_hbCreateDecodeTables(int*, int*, int*, unsigned char*, int, int, int) */

void BZ2_hbCreateDecodeTables
               (int *param_1,int *param_2,int *param_3,uchar *param_4,int param_5,int param_6,
               int param_7)

{
  byte *pbVar1;
  byte bVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  uint uVar6;
  
  if (param_5 <= param_6) {
    iVar4 = 0;
    uVar6 = param_5;
    do {
      if (0 < param_7) {
        iVar3 = 0;
        do {
          while (param_4[iVar3] != uVar6) {
            iVar3 = iVar3 + 1;
            if (iVar3 == param_7) goto LAB_0029935f;
          }
          param_3[iVar4] = iVar3;
          iVar3 = iVar3 + 1;
          iVar4 = iVar4 + 1;
        } while (iVar3 != param_7);
      }
LAB_0029935f:
      uVar6 = uVar6 + 1;
    } while (uVar6 != param_6 + 1U);
  }
  iVar4 = 0;
  do {
    param_2[iVar4] = 0;
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x17);
  if (0 < param_7) {
    pbVar1 = param_4 + param_7;
    do {
      bVar2 = *param_4;
      param_4 = param_4 + 1;
      param_2[bVar2 + 1] = param_2[bVar2 + 1] + 1;
    } while (param_4 != pbVar1);
  }
  iVar4 = 1;
  do {
    param_2[iVar4] = param_2[iVar4] + param_2[iVar4 + -1];
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x17);
  iVar4 = 0;
  do {
    param_1[iVar4] = 0;
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x17);
  iVar4 = 0;
  iVar3 = param_5;
  if (param_5 <= param_6) {
    do {
      iVar5 = (iVar4 + param_2[iVar3 + 1]) - param_2[iVar3];
      iVar4 = iVar5 * 2;
      param_1[iVar3] = iVar5 + -1;
      iVar3 = iVar3 + 1;
    } while (iVar3 != param_6 + 1);
  }
  iVar4 = param_5 + 1;
  if (iVar4 <= param_6) {
    do {
      param_2[iVar4] = (param_1[iVar4 + -1] * 2 + 2) - param_2[iVar4];
      iVar4 = iVar4 + 1;
    } while (iVar4 != param_6 + 1);
  }
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)