L L4D2node

ServerClassInit<DT_ColaBottles::ignored>

0x005361f0 · 253 bytes · __cdecl

_Z15ServerClassInitIN14DT_ColaBottles7ignoredEEiPT_

Decompiled

int (1 param)

/* int ServerClassInit<DT_ColaBottles::ignored>(DT_ColaBottles::ignored*) */

int ServerClassInit<DT_ColaBottles::ignored>(ignored *param_1)

{
  int iVar1;
  undefined *puVar2;
  code *pcVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  
  if (ServerClassInit<DT_ColaBottles::ignored>(DT_ColaBottles::ignored*)::g_SendProps == '\0') {
    iVar1 = __cxa_guard_acquire(&ServerClassInit<DT_ColaBottles::ignored>(DT_ColaBottles::ignored*)
                                 ::g_SendProps);
    if (iVar1 != 0) {
      uVar6 = 0x80;
      uVar5 = 0;
                    /* try { // try from 00536287 to 0053628b has its CatchHandler @ 005362f4 */
      SendPropInt((char *)&ServerClassInit<DT_ColaBottles::ignored>(DT_ColaBottles::ignored*)::
                           g_SendProps,0xbfae4c,0,4,-1,
                  (_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0x0,'\0');
      uVar4 = 0x80;
      pcVar3 = SendProxy_DataTableToDataTable;
      puVar2 = CBaseBackpackItem::m_pClassSendTable;
                    /* try { // try from 005362bf to 005362c3 has its CatchHandler @ 0053631f */
      SendPropDataTable(&DAT_00fac9f4,0xc087aa,(SendTable *)0x0,
                        (_func_void_ptr_SendProp_ptr_void_ptr_void_ptr_CSendProxyRecipients_ptr_int
                         *)CBaseBackpackItem::m_pClassSendTable,'P');
      __cxa_guard_release(&ServerClassInit<DT_ColaBottles::ignored>(DT_ColaBottles::ignored*)::
                           g_SendProps);
      __cxa_atexit(__tcf_0,0,&__dso_handle,puVar2,pcVar3,uVar4,uVar5,uVar6);
    }
  }
  SendTable::Construct
            ((SendTable *)DT_ColaBottles::g_SendTable,(SendProp *)&DAT_00fac9f4,1,"DT_ColaBottles");
  return 1;
}

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)