L L4D2node

DataMapInit<CEnvMuzzleFlash>

0x00673050 · 183 bytes · __cdecl

_Z11DataMapInitI15CEnvMuzzleFlashEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

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

datamap_t * DataMapInit<CEnvMuzzleFlash>(CEnvMuzzleFlash *param_1)

{
  int iVar1;
  
  if (DataMapInit<CEnvMuzzleFlash>(CEnvMuzzleFlash*)::nameHolder == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CEnvMuzzleFlash>(CEnvMuzzleFlash*)::nameHolder);
    if (iVar1 != 0) {
      DataMapInit<CEnvMuzzleFlash>(CEnvMuzzleFlash*)::nameHolder = "CEnvMuzzleFlash";
      _DAT_00fc7a74 = 0;
      _DAT_00fc7a78 = 0;
      _DAT_00fc7a7c = 0;
      _DAT_00fc7a80 = 0;
      _DAT_00fc7a84 = 0;
      _DAT_00fc7a70 = 0xf;
      __cxa_guard_release(&DataMapInit<CEnvMuzzleFlash>(CEnvMuzzleFlash*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   &DataMapInit<CEnvMuzzleFlash>(CEnvMuzzleFlash*)::nameHolder,&__dso_handle);
    }
  }
  CEnvMuzzleFlash::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
  CEnvMuzzleFlash::m_DataMap._4_4_ = 3;
  CEnvMuzzleFlash::m_DataMap._0_4_ = 0xf2e400;
  return (datamap_t *)CEnvMuzzleFlash::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)