CPhysicsNPCSolver::_GLOBAL__sub_I_m_DataMap
0x003ac1b0 · 303 bytes · __cdecl
Decompiled
undefined (0 params)
/* CPhysicsNPCSolver::m_DataMap */
void CPhysicsNPCSolver::_GLOBAL__sub_I_m_DataMap(void)
{
undefined4 *puVar1;
::vec2_origin._0_4_ = 0;
::vec2_origin._4_4_ = 0;
::vec4_origin._0_4_ = 0;
::vec2_invalid._0_4_ = 0x7f7fffff;
::vec2_invalid._4_4_ = 0x7f7fffff;
::vec4_origin._4_4_ = 0;
::vec4_origin._8_4_ = 0;
::vec4_origin._12_4_ = 0;
::vec4_invalid._0_4_ = 0x7f7fffff;
::vec4_invalid._4_4_ = 0x7f7fffff;
::vec4_invalid._8_4_ = 0x7f7fffff;
::vec4_invalid._12_4_ = 0x7f7fffff;
::UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
::UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
::UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
::UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
physics_npc_solver = &PTR_Create_00cb27b8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&physics_npc_solver,"physics_npc_solver");
CPhysicsNPCSolver_DataDescInit::g_DataMapHolder =
DataMapInit<CPhysicsNPCSolver>((CPhysicsNPCSolver *)0x0);
CBaseEntityClassList::CBaseEntityClassList((CBaseEntityClassList *)&g_SolverList);
g_SolverList._0_4_ = &PTR_LevelShutdownPostEntity_00cb27d0;
__cxa_atexit(CEntityClassList<CPhysicsNPCSolver>::~CEntityClassList,&g_SolverList,&__dso_handle);
physics_entity_solver = &PTR_Create_00cb2b28;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&physics_entity_solver,"physics_entity_solver");
CPhysicsEntitySolver_DataDescInit::g_DataMapHolder =
DataMapInit<CPhysicsEntitySolver>((CPhysicsEntitySolver *)0x0);
return;
}
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.