L L4D2node

DataMapInit<CPlayerResource>

0x007d6930 · 353 bytes · __cdecl

_Z11DataMapInitI15CPlayerResourceEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CPlayerResource>(CPlayerResource*) */

datamap_t * DataMapInit<CPlayerResource>(CPlayerResource *param_1)

{
  char *pcVar1;
  int iVar2;
  size_t sVar3;
  char *local_10 [2];
  
  if (DataMapInit<CPlayerResource>(CPlayerResource*)::nameHolder == '\0') {
    iVar2 = __cxa_guard_acquire(&DataMapInit<CPlayerResource>(CPlayerResource*)::nameHolder);
    if (iVar2 != 0) {
      DataMapInit<CPlayerResource>(CPlayerResource*)::nameHolder = "CPlayerResource";
      _DAT_00ff1268 = 0;
      _DAT_00ff126c = 0;
      _DAT_00ff1270 = 0;
      DAT_00ff1274 = 0;
      _DAT_00ff1278 = 0;
      _DAT_00ff1264 = 0xf;
      __cxa_guard_release(&DataMapInit<CPlayerResource>(CPlayerResource*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   &DataMapInit<CPlayerResource>(CPlayerResource*)::nameHolder,&__dso_handle);
    }
  }
  CPlayerResource::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
  if (DataMapInit<CPlayerResource>(CPlayerResource*)::dataDesc == '\0') {
    iVar2 = __cxa_guard_acquire(&DataMapInit<CPlayerResource>(CPlayerResource*)::dataDesc);
    if (iVar2 != 0) {
                    /* try { // try from 007d699b to 007d69fa has its CatchHandler @ 007d6a9f */
      local_10[0] = operator_new__(_DAT_00ff1264 + 0xe);
      strcpy(local_10[0],DataMapInit<CPlayerResource>(CPlayerResource*)::nameHolder);
      pcVar1 = local_10[0];
      sVar3 = strlen(local_10[0]);
      builtin_strncpy(pcVar1 + sVar3,"ResourceThink",0xe);
      CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
                ((CUtlVector<char*,CUtlMemory<char*,int>> *)&DAT_00ff1268,DAT_00ff1274,local_10);
      DataMapInit<CPlayerResource>(CPlayerResource*)::dataDesc._68_4_ = local_10[0];
      __cxa_guard_release(&DataMapInit<CPlayerResource>(CPlayerResource*)::dataDesc);
    }
  }
  CPlayerResource::m_DataMap._4_4_ = 1;
  CPlayerResource::m_DataMap._0_4_ = 0xf4eec0;
  return (datamap_t *)CPlayerResource::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)