DataMapInit<CSceneEntity>
0x00811580 · 613 bytes · __cdecl
_Z11DataMapInitI12CSceneEntityEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* datamap_t* DataMapInit<CSceneEntity>(CSceneEntity*) */
datamap_t * DataMapInit<CSceneEntity>(CSceneEntity *param_1)
{
int iVar1;
if (DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder);
if (iVar1 != 0) {
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._0_4_ = s_CSceneEntity_00ccaf82;
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._8_4_ = 0;
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._12_4_ = 0;
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._16_4_ = 0;
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._20_4_ = 0;
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._24_4_ = 0;
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder._4_4_ = 0xc;
__cxa_guard_release(&DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
DataMapInit<CSceneEntity>(CSceneEntity*)::nameHolder,&__dso_handle);
}
}
CSceneEntity::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
if (DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc);
if (iVar1 != 0) {
if (CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>>(CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>*)
::ops == '\0') {
iVar1 = __cxa_guard_acquire(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>>(CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>*)
::ops);
if (iVar1 != 0) {
CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>>(CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>*)
::ops = &PTR_Save_00ccd4b8;
__cxa_guard_release(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>>(CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>*)
::ops);
}
}
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._2452_4_ =
&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>>(CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>*)
::ops;
if (CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops == '\0') {
iVar1 = __cxa_guard_acquire(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops);
if (iVar1 != 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<CSceneEntity>(CSceneEntity*)::dataDesc._2516_4_ =
&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>>(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>*)
::ops;
if (CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>>(CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>*)
::ops == '\0') {
iVar1 = __cxa_guard_acquire(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>>(CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>*)
::ops);
if (iVar1 != 0) {
CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>>(CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>*)
::ops = &PTR_Save_00ccd498;
__cxa_guard_release(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>>(CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>*)
::ops);
}
}
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._3156_4_ =
&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>>(CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>*)
::ops;
if (CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>>(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>*)
::ops == '\0') {
iVar1 = __cxa_guard_acquire(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>>(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>*)
::ops);
if (iVar1 != 0) {
CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>>(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>*)
::ops = &PTR_Save_00ccd4d8;
__cxa_guard_release(&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>>(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>*)
::ops);
}
}
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._3220_4_ =
&CUtlVectorDataopsInstantiator<13>::
GetDataOps<CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>>(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>*)
::ops;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4052_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4116_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4180_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4244_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4308_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4372_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4436_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4500_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4564_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4628_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4692_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4756_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4820_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4884_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._4948_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._5012_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._5076_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._5140_4_ = eventFuncs;
DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc._5204_4_ = eventFuncs;
__cxa_guard_release(&DataMapInit<CSceneEntity>(CSceneEntity*)::dataDesc);
}
}
CSceneEntity::m_DataMap._4_4_ = 0x51;
CSceneEntity::m_DataMap._0_4_ = 0xf56a00;
return (datamap_t *)CSceneEntity::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.