ServerClassInit<DT_PhysMagnet::ignored>
0x007a0920 · 253 bytes · __cdecl
_Z15ServerClassInitIN13DT_PhysMagnet7ignoredEEiPT_
Decompiled
int (1 param)
/* int ServerClassInit<DT_PhysMagnet::ignored>(DT_PhysMagnet::ignored*) */
int ServerClassInit<DT_PhysMagnet::ignored>(ignored *param_1)
{
int iVar1;
undefined *puVar2;
code *pcVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
if (ServerClassInit<DT_PhysMagnet::ignored>(DT_PhysMagnet::ignored*)::g_SendProps == '\0') {
iVar1 = __cxa_guard_acquire(&ServerClassInit<DT_PhysMagnet::ignored>(DT_PhysMagnet::ignored*)::
g_SendProps);
if (iVar1 != 0) {
uVar6 = 0x80;
uVar5 = 0;
/* try { // try from 007a09b7 to 007a09bb has its CatchHandler @ 007a0a24 */
SendPropInt((char *)&ServerClassInit<DT_PhysMagnet::ignored>(DT_PhysMagnet::ignored*)::
g_SendProps,0xbfae4c,0,4,-1,
(_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0x0,'\0');
uVar4 = 0x80;
pcVar3 = SendProxy_DataTableToDataTable;
puVar2 = CBaseAnimating::m_pClassSendTable;
/* try { // try from 007a09ef to 007a09f3 has its CatchHandler @ 007a0a4f */
SendPropDataTable(&DAT_00fed694,0xc087aa,(SendTable *)0x0,
(_func_void_ptr_SendProp_ptr_void_ptr_void_ptr_CSendProxyRecipients_ptr_int
*)CBaseAnimating::m_pClassSendTable,'P');
__cxa_guard_release(&ServerClassInit<DT_PhysMagnet::ignored>(DT_PhysMagnet::ignored*)::
g_SendProps);
__cxa_atexit(__tcf_1,0,&__dso_handle,puVar2,pcVar3,uVar4,uVar5,uVar6);
}
}
SendTable::Construct
((SendTable *)DT_PhysMagnet::g_SendTable,(SendProp *)&DAT_00fed694,1,"DT_PhysMagnet");
return 1;
}
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.