L L4D2node

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 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)