DataMapInit<CPhysMotor>
0x007a47f0 · 269 bytes · __cdecl
_Z11DataMapInitI10CPhysMotorEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* datamap_t* DataMapInit<CPhysMotor>(CPhysMotor*) */
datamap_t * DataMapInit<CPhysMotor>(CPhysMotor *param_1)
{
int iVar1;
if (DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder);
if (iVar1 != 0) {
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._0_4_ = s_CPhysMotor_00cb6a70;
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._8_4_ = 0;
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._12_4_ = 0;
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._16_4_ = 0;
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._20_4_ = 0;
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._24_4_ = 0;
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder._4_4_ = 10;
__cxa_guard_release(&DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
DataMapInit<CPhysMotor>(CPhysMotor*)::nameHolder,&__dso_handle);
}
}
CPhysMotor::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
if (DataMapInit<CPhysMotor>(CPhysMotor*)::dataDesc == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CPhysMotor>(CPhysMotor*)::dataDesc);
if (iVar1 != 0) {
/* try { // try from 007a4857 to 007a486c has its CatchHandler @ 007a4907 */
DataMapInit<CPhysMotor>(CPhysMotor*)::dataDesc._468_4_ = GetPhysObjSaveRestoreOps(5);
DataMapInit<CPhysMotor>(CPhysMotor*)::dataDesc._532_4_ = GetPhysObjSaveRestoreOps(8);
__cxa_guard_release(&DataMapInit<CPhysMotor>(CPhysMotor*)::dataDesc);
}
}
CPhysMotor::m_DataMap._4_4_ = 0xc;
CPhysMotor::m_DataMap._0_4_ = 0xf4b0a0;
return (datamap_t *)CPhysMotor::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.