DataMapInit<CPhysForce>
0x007a5530 · 358 bytes · __cdecl
_Z11DataMapInitI10CPhysForceEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CPhysForce>(CPhysForce*) */
datamap_t * DataMapInit<CPhysForce>(CPhysForce *param_1)
{
char *pcVar1;
int iVar2;
size_t sVar3;
char *local_10 [2];
if (DataMapInit<CPhysForce>(CPhysForce*)::nameHolder == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CPhysForce>(CPhysForce*)::nameHolder);
if (iVar2 != 0) {
DataMapInit<CPhysForce>(CPhysForce*)::nameHolder = "CPhysForce";
_DAT_00feda58 = 0;
_DAT_00feda5c = 0;
_DAT_00feda60 = 0;
DAT_00feda64 = 0;
_DAT_00feda68 = 0;
_DAT_00feda54 = 10;
__cxa_guard_release(&DataMapInit<CPhysForce>(CPhysForce*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
&DataMapInit<CPhysForce>(CPhysForce*)::nameHolder,&__dso_handle);
}
}
CPhysForce::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
if (DataMapInit<CPhysForce>(CPhysForce*)::dataDesc == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CPhysForce>(CPhysForce*)::dataDesc);
if (iVar2 != 0) {
/* try { // try from 007a5597 to 007a55ff has its CatchHandler @ 007a56a7 */
DataMapInit<CPhysForce>(CPhysForce*)::dataDesc._84_4_ = GetPhysObjSaveRestoreOps(8);
local_10[0] = operator_new__(_DAT_00feda54 + 9);
strcpy(local_10[0],DataMapInit<CPhysForce>(CPhysForce*)::nameHolder);
pcVar1 = local_10[0];
sVar3 = strlen(local_10[0]);
builtin_strncpy(pcVar1 + sVar3,"ForceOff",9);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)&DAT_00feda58,DAT_00feda64,local_10);
DataMapInit<CPhysForce>(CPhysForce*)::dataDesc._644_4_ = local_10[0];
__cxa_guard_release(&DataMapInit<CPhysForce>(CPhysForce*)::dataDesc);
}
}
CPhysForce::m_DataMap._4_4_ = 10;
CPhysForce::m_DataMap._0_4_ = 0xf4b720;
return (datamap_t *)CPhysForce::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.