DataMapInit<CEnvAirStrikeOutdoorEffect>
0x00675270 · 183 bytes · __cdecl
_Z11DataMapInitI26CEnvAirStrikeOutdoorEffectEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* datamap_t* DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*) */
datamap_t * DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect *param_1)
{
int iVar1;
if (DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)
::nameHolder);
if (iVar1 != 0) {
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._0_4_ =
s_CEnvAirStrikeOutdoorEffect_00c70f22;
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._8_4_ = 0;
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._12_4_ = 0;
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._16_4_ = 0;
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._20_4_ = 0;
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._24_4_ = 0;
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder._4_4_ = 0x1a;
__cxa_guard_release(&DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::
nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
DataMapInit<CEnvAirStrikeOutdoorEffect>(CEnvAirStrikeOutdoorEffect*)::nameHolder,
&__dso_handle);
}
}
CEnvAirStrikeOutdoorEffect::m_DataMap._12_4_ = CBaseAnimating::m_DataMap;
CEnvAirStrikeOutdoorEffect::m_DataMap._4_4_ = 4;
CEnvAirStrikeOutdoorEffect::m_DataMap._0_4_ = 0xf2d9c0;
return (datamap_t *)CEnvAirStrikeOutdoorEffect::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.