DataMapInit<CPointPlayerMoveConstraint>
0x007dbd90 · 431 bytes · __cdecl
_Z11DataMapInitI26CPointPlayerMoveConstraintEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*) */
datamap_t * DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint *param_1)
{
char *pcVar1;
int iVar2;
size_t sVar3;
char *local_10 [2];
if (DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::nameHolder == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)
::nameHolder);
if (iVar2 != 0) {
DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::nameHolder =
"CPointPlayerMoveConstraint";
_DAT_00ff187c = 0;
_DAT_00ff1880 = 0;
_DAT_00ff1884 = 0;
DAT_00ff1888 = 0;
_DAT_00ff188c = 0;
DAT_00ff1878 = 0x1a;
__cxa_guard_release(&DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::
nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
&DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::nameHolder
,&__dso_handle);
}
}
CPointPlayerMoveConstraint::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
if (DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::dataDesc == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)
::dataDesc);
if (iVar2 != 0) {
if (CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops == '\0') {
iVar2 = __cxa_guard_acquire(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops);
if (iVar2 != 0) {
CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops = &PTR_Save_00c5bd28;
__cxa_guard_release(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops);
}
}
DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::dataDesc._276_4_ =
&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops;
/* try { // try from 007dbe12 to 007dbe6f has its CatchHandler @ 007dbf4f */
local_10[0] = operator_new__(DAT_00ff1878 + 0x10);
strcpy(local_10[0],
DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::nameHolder);
pcVar1 = local_10[0];
sVar3 = strlen(local_10[0]);
builtin_strncpy(pcVar1 + sVar3,"ConstraintThink",0x10);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)&DAT_00ff187c,DAT_00ff1888,local_10);
DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::dataDesc._324_4_ =
local_10[0];
DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::dataDesc._532_4_ =
eventFuncs;
__cxa_guard_release(&DataMapInit<CPointPlayerMoveConstraint>(CPointPlayerMoveConstraint*)::
dataDesc);
}
}
CPointPlayerMoveConstraint::m_DataMap._4_4_ = 8;
CPointPlayerMoveConstraint::m_DataMap._0_4_ = 0xf4fea0;
return (datamap_t *)CPointPlayerMoveConstraint::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.