L L4D2node

DataMapInit<CBaseEntityOutput>

0x0063bcc0 · 232 bytes · __cdecl

_Z11DataMapInitI17CBaseEntityOutputEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*) */

datamap_t * DataMapInit<CBaseEntityOutput>(CBaseEntityOutput *param_1)

{
  int iVar1;
  
  if (DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder);
    if (iVar1 != 0) {
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._0_4_ =
           s_CBaseEntityOutput_00c6774d;
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._8_4_ = 0;
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._12_4_ = 0;
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._16_4_ = 0;
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._20_4_ = 0;
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._24_4_ = 0;
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder._4_4_ = 0x11;
      __cxa_guard_release(&DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::nameHolder,&__dso_handle);
    }
  }
  _DAT_00f2a8a8 = 0;
  if (DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::dataDesc == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::dataDesc);
    if (iVar1 != 0) {
      DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::dataDesc._84_4_ = variantFuncs;
      __cxa_guard_release(&DataMapInit<CBaseEntityOutput>(CBaseEntityOutput*)::dataDesc);
    }
  }
  DAT_00f2a8a0 = 1;
  CBaseEntityOutput::m_DataMap = 0xf2a380;
  return (datamap_t *)&CBaseEntityOutput::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)