DataMapInit<CPhysPulley>
0x00775380 · 183 bytes · __cdecl
_Z11DataMapInitI11CPhysPulleyEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* datamap_t* DataMapInit<CPhysPulley>(CPhysPulley*) */
datamap_t * DataMapInit<CPhysPulley>(CPhysPulley *param_1)
{
int iVar1;
if (DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder);
if (iVar1 != 0) {
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._0_4_ = s_CPhysPulley_00cadad3;
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._8_4_ = 0;
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._12_4_ = 0;
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._16_4_ = 0;
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._20_4_ = 0;
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._24_4_ = 0;
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder._4_4_ = 0xb;
__cxa_guard_release(&DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
DataMapInit<CPhysPulley>(CPhysPulley*)::nameHolder,&__dso_handle);
}
}
CPhysPulley::m_DataMap._12_4_ = CPhysConstraint::m_DataMap;
CPhysPulley::m_DataMap._4_4_ = 4;
CPhysPulley::m_DataMap._0_4_ = 0xf45b40;
return (datamap_t *)CPhysPulley::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.