DataMapInit<CPointHurt>
0x007d9480 · 346 bytes · __cdecl
_Z11DataMapInitI10CPointHurtEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CPointHurt>(CPointHurt*) */
datamap_t * DataMapInit<CPointHurt>(CPointHurt *param_1)
{
char *pcVar1;
int iVar2;
size_t sVar3;
char *local_10 [2];
if (DataMapInit<CPointHurt>(CPointHurt*)::nameHolder == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CPointHurt>(CPointHurt*)::nameHolder);
if (iVar2 != 0) {
DataMapInit<CPointHurt>(CPointHurt*)::nameHolder = "CPointHurt";
_DAT_00ff16c4 = 0;
_DAT_00ff16c8 = 0;
_DAT_00ff16cc = 0;
DAT_00ff16d0 = 0;
_DAT_00ff16d4 = 0;
_DAT_00ff16c0 = 10;
__cxa_guard_release(&DataMapInit<CPointHurt>(CPointHurt*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
&DataMapInit<CPointHurt>(CPointHurt*)::nameHolder,&__dso_handle);
}
}
CPointHurt::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
if (DataMapInit<CPointHurt>(CPointHurt*)::dataDesc == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CPointHurt>(CPointHurt*)::dataDesc);
if (iVar2 != 0) {
/* try { // try from 007d94eb to 007d9543 has its CatchHandler @ 007d95e7 */
local_10[0] = operator_new__(_DAT_00ff16c0 + 10);
strcpy(local_10[0],DataMapInit<CPointHurt>(CPointHurt*)::nameHolder);
pcVar1 = local_10[0];
sVar3 = strlen(local_10[0]);
builtin_strncpy(pcVar1 + sVar3,"HurtThink",10);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)&DAT_00ff16c4,DAT_00ff16d0,local_10);
DataMapInit<CPointHurt>(CPointHurt*)::dataDesc._388_4_ = local_10[0];
__cxa_guard_release(&DataMapInit<CPointHurt>(CPointHurt*)::dataDesc);
}
}
CPointHurt::m_DataMap._4_4_ = 0xb;
CPointHurt::m_DataMap._0_4_ = 0xf4f620;
return (datamap_t *)CPointHurt::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.