L L4D2node

DataMapInit<ResponseGroup>

0x005b4c90 · 183 bytes · __cdecl

_Z11DataMapInitI13ResponseGroupEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

/* datamap_t* DataMapInit<ResponseGroup>(ResponseGroup*) */

datamap_t * DataMapInit<ResponseGroup>(ResponseGroup *param_1)

{
  int iVar1;
  
  if (DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder);
    if (iVar1 != 0) {
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._0_4_ = s_ResponseGroup_00c5782d;
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._8_4_ = 0;
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._12_4_ = 0;
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._16_4_ = 0;
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._20_4_ = 0;
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._24_4_ = 0;
      DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder._4_4_ = 0xd;
      __cxa_guard_release(&DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   DataMapInit<ResponseGroup>(ResponseGroup*)::nameHolder,&__dso_handle);
    }
  }
  ResponseGroup::m_DataMap._12_4_ = 0;
  ResponseGroup::m_DataMap._4_4_ = 3;
  ResponseGroup::m_DataMap._0_4_ = 0xf21b20;
  return (datamap_t *)ResponseGroup::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)