DataMapInit<CScriptVPhysicsClip>
0x00632a00 · 183 bytes · __cdecl
_Z11DataMapInitI19CScriptVPhysicsClipEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip*) */
datamap_t * DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip *param_1)
{
int iVar1;
if (DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip*)::nameHolder == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip*)::nameHolder)
;
if (iVar1 != 0) {
DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip*)::nameHolder = "CScriptVPhysicsClip";
_DAT_00fc1c94 = 0;
_DAT_00fc1c98 = 0;
_DAT_00fc1c9c = 0;
_DAT_00fc1ca0 = 0;
_DAT_00fc1ca4 = 0;
_DAT_00fc1c90 = 0x13;
__cxa_guard_release(&DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
&DataMapInit<CScriptVPhysicsClip>(CScriptVPhysicsClip*)::nameHolder,&__dso_handle
);
}
}
CScriptVPhysicsClip::m_DataMap._12_4_ = CFuncVPhysicsClip::m_DataMap;
CScriptVPhysicsClip::m_DataMap._4_4_ = 1;
CScriptVPhysicsClip::m_DataMap._0_4_ = 0xf28200;
return (datamap_t *)CScriptVPhysicsClip::m_DataMap;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.