L L4D2node

DataMapInit<CGameUI>

0x006d2b40 · 328 bytes · __cdecl

_Z11DataMapInitI7CGameUIEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

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

datamap_t * DataMapInit<CGameUI>(CGameUI *param_1)

{
  int iVar1;
  
  if (DataMapInit<CGameUI>(CGameUI*)::nameHolder == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CGameUI>(CGameUI*)::nameHolder);
    if (iVar1 != 0) {
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._0_4_ = s_CGameUI_00c92324;
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._8_4_ = 0;
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._12_4_ = 0;
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._16_4_ = 0;
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._20_4_ = 0;
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._24_4_ = 0;
      DataMapInit<CGameUI>(CGameUI*)::nameHolder._4_4_ = 7;
      __cxa_guard_release(&DataMapInit<CGameUI>(CGameUI*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   DataMapInit<CGameUI>(CGameUI*)::nameHolder,&__dso_handle);
    }
  }
  CGameUI::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
  if (DataMapInit<CGameUI>(CGameUI*)::dataDesc == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CGameUI>(CGameUI*)::dataDesc);
    if (iVar1 != 0) {
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._532_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._596_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._660_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._724_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._788_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._852_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._916_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._980_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1044_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1108_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1172_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1236_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1300_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1364_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1428_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1492_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1556_4_ = eventFuncs;
      DataMapInit<CGameUI>(CGameUI*)::dataDesc._1620_4_ = eventFuncs;
      __cxa_guard_release(&DataMapInit<CGameUI>(CGameUI*)::dataDesc);
    }
  }
  CGameUI::m_DataMap._4_4_ = 0x19;
  CGameUI::m_DataMap._0_4_ = 0xf3bbc0;
  return (datamap_t *)CGameUI::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)