L L4D2node

DataMapInit<CTransitioningPlayer>

0x00522f40 · 351 bytes · __cdecl

_Z11DataMapInitI20CTransitioningPlayerEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*) */

datamap_t * DataMapInit<CTransitioningPlayer>(CTransitioningPlayer *param_1)

{
  char *pcVar1;
  int iVar2;
  size_t sVar3;
  char *local_10 [2];
  
  if (DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::nameHolder == '\0') {
    iVar2 = __cxa_guard_acquire(&DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::
                                 nameHolder);
    if (iVar2 != 0) {
      DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::nameHolder = "CTransitioningPlayer";
      _DAT_00fa9a24 = 0;
      _DAT_00fa9a28 = 0;
      _DAT_00fa9a2c = 0;
      DAT_00fa9a30 = 0;
      _DAT_00fa9a34 = 0;
      _DAT_00fa9a20 = 0x14;
      __cxa_guard_release(&DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   &DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::nameHolder,
                   &__dso_handle);
    }
  }
  CTransitioningPlayer::m_DataMap._12_4_ = CBaseFlex::m_DataMap;
  if (DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::dataDesc == '\0') {
    iVar2 = __cxa_guard_acquire(&DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::dataDesc)
    ;
    if (iVar2 != 0) {
                    /* try { // try from 00522fab to 00523008 has its CatchHandler @ 005230af */
      local_10[0] = operator_new__(_DAT_00fa9a20 + 0x10);
      strcpy(local_10[0],DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::nameHolder);
      pcVar1 = local_10[0];
      sVar3 = strlen(local_10[0]);
      builtin_strncpy(pcVar1 + sVar3,"TransitionThink",0x10);
      CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
                ((CUtlVector<char*,CUtlMemory<char*,int>> *)&DAT_00fa9a24,DAT_00fa9a30,local_10);
      DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::dataDesc._68_4_ = local_10[0];
      __cxa_guard_release(&DataMapInit<CTransitioningPlayer>(CTransitioningPlayer*)::dataDesc);
    }
  }
  CTransitioningPlayer::m_DataMap._4_4_ = 1;
  CTransitioningPlayer::m_DataMap._0_4_ = 0xf1cce0;
  return (datamap_t *)CTransitioningPlayer::m_DataMap;
}

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)