L L4D2node

ServerClassInit<DT_WeaponSpitterClaw::ignored>

0x0055b420 · 253 bytes · __cdecl

_Z15ServerClassInitIN20DT_WeaponSpitterClaw7ignoredEEiPT_

Decompiled

int (1 param)

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

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

{
  int iVar1;
  undefined *puVar2;
  code *pcVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  
  if (ServerClassInit<DT_WeaponSpitterClaw::ignored>(DT_WeaponSpitterClaw::ignored*)::g_SendProps ==
      '\0') {
    iVar1 = __cxa_guard_acquire(&ServerClassInit<DT_WeaponSpitterClaw::ignored>(DT_WeaponSpitterClaw::ignored*)
                                 ::g_SendProps);
    if (iVar1 != 0) {
      uVar6 = 0x80;
      uVar5 = 0;
                    /* try { // try from 0055b4b7 to 0055b4bb has its CatchHandler @ 0055b524 */
      SendPropInt((char *)&ServerClassInit<DT_WeaponSpitterClaw::ignored>(DT_WeaponSpitterClaw::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 = CClaw::m_pClassSendTable;
                    /* try { // try from 0055b4ef to 0055b4f3 has its CatchHandler @ 0055b54f */
      SendPropDataTable(&DAT_00fb2b94,0xc087aa,(SendTable *)0x0,
                        (_func_void_ptr_SendProp_ptr_void_ptr_void_ptr_CSendProxyRecipients_ptr_int
                         *)CClaw::m_pClassSendTable,'P');
      __cxa_guard_release(&ServerClassInit<DT_WeaponSpitterClaw::ignored>(DT_WeaponSpitterClaw::ignored*)
                           ::g_SendProps);
      __cxa_atexit(__tcf_0,0,&__dso_handle,puVar2,pcVar3,uVar4,uVar5,uVar6);
    }
  }
  SendTable::Construct
            ((SendTable *)DT_WeaponSpitterClaw::g_SendTable,(SendProp *)&DAT_00fb2b94,1,
             "DT_WeaponSpitterClaw");
  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)