L L4D2node

ServerClassInit<DT_OverlayVars::ignored>

0x005ee320 · 326 bytes · __cdecl

_Z15ServerClassInitIN14DT_OverlayVars7ignoredEEiPT_

Decompiled

int (1 param)

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

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

{
  int iVar1;
  SendProp local_60 [84];
  
  if (ServerClassInit<DT_OverlayVars::ignored>(DT_OverlayVars::ignored*)::g_SendProps == '\0') {
    iVar1 = __cxa_guard_acquire(&ServerClassInit<DT_OverlayVars::ignored>(DT_OverlayVars::ignored*)
                                 ::g_SendProps);
    if (iVar1 != 0) {
                    /* try { // try from 005ee3b7 to 005ee3bb has its CatchHandler @ 005ee46d */
      SendPropInt((char *)&ServerClassInit<DT_OverlayVars::ignored>(DT_OverlayVars::ignored*)::
                           g_SendProps,0xbfae4c,0,4,-1,
                  (_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0x0,'\0');
                    /* try { // try from 005ee3ed to 005ee3f1 has its CatchHandler @ 005ee498 */
      SendPropDataTable((char *)local_60,0,(SendTable *)0x0,
                        (_func_void_ptr_SendProp_ptr_void_ptr_void_ptr_CSendProxyRecipients_ptr_int
                         *)DT_Animationlayer::g_SendTable,'P');
                    /* try { // try from 005ee430 to 005ee434 has its CatchHandler @ 005ee49e */
      SendPropUtlVector(&DAT_00fbe7b4,"m_AnimOverlay",0x13f4,0x4c,
                        UtlVectorTemplate<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::
                        EnsureCapacity,0xf,local_60,SendProxy_DataTableToDataTable);
      SendProp::~SendProp(local_60);
      __cxa_guard_release(&ServerClassInit<DT_OverlayVars::ignored>(DT_OverlayVars::ignored*)::
                           g_SendProps);
      __cxa_atexit(__tcf_1,0,&__dso_handle);
    }
  }
  SendTable::Construct
            ((SendTable *)DT_OverlayVars::g_SendTable,(SendProp *)&DAT_00fbe7b4,1,"DT_OverlayVars");
  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)