L L4D2node

DataMapInit<CEnvSplash>

0x00673120 · 183 bytes · __cdecl

_Z11DataMapInitI10CEnvSplashEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

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

datamap_t * DataMapInit<CEnvSplash>(CEnvSplash *param_1)

{
  int iVar1;
  
  if (DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder);
    if (iVar1 != 0) {
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._0_4_ = s_CEnvSplash_00c70e6a;
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._8_4_ = 0;
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._12_4_ = 0;
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._16_4_ = 0;
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._20_4_ = 0;
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._24_4_ = 0;
      DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder._4_4_ = 10;
      __cxa_guard_release(&DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   DataMapInit<CEnvSplash>(CEnvSplash*)::nameHolder,&__dso_handle);
    }
  }
  CEnvSplash::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
  CEnvSplash::m_DataMap._4_4_ = 2;
  CEnvSplash::m_DataMap._0_4_ = 0xf2e340;
  return (datamap_t *)CEnvSplash::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)