L L4D2node

DataMapInit<CPhysBoxMultiplayer>

0x007f6b70 · 183 bytes · __cdecl

_Z11DataMapInitI19CPhysBoxMultiplayerEP9datamap_tPT_

Decompiled

datamap_t * (1 param)

/* datamap_t* DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*) */

datamap_t * DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer *param_1)

{
  int iVar1;
  
  if (DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder == '\0') {
    iVar1 = __cxa_guard_acquire(&DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder)
    ;
    if (iVar1 != 0) {
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._0_4_ =
           s_CPhysBoxMultiplayer_00cc1040;
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._8_4_ = 0;
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._12_4_ = 0;
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._16_4_ = 0;
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._20_4_ = 0;
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._24_4_ = 0;
      DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder._4_4_ = 0x13;
      __cxa_guard_release(&DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder);
      __cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
                   DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::nameHolder,&__dso_handle)
      ;
    }
  }
  CPhysBoxMultiplayer::m_DataMap._12_4_ = CPhysBox::m_DataMap;
  CPhysBoxMultiplayer::m_DataMap._4_4_ = 1;
  CPhysBoxMultiplayer::m_DataMap._0_4_ =
       DataMapInit<CPhysBoxMultiplayer>(CPhysBoxMultiplayer*)::dataDesc;
  return (datamap_t *)CPhysBoxMultiplayer::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)