DataMapInit<CInferno>
0x008c7bb0 · 348 bytes · __cdecl
_Z11DataMapInitI8CInfernoEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* datamap_t* DataMapInit<CInferno>(CInferno*) */
datamap_t * DataMapInit<CInferno>(CInferno *param_1)
{
char *pcVar1;
int iVar2;
size_t sVar3;
char *local_10 [2];
if (DataMapInit<CInferno>(CInferno*)::nameHolder == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CInferno>(CInferno*)::nameHolder);
if (iVar2 != 0) {
DataMapInit<CInferno>(CInferno*)::nameHolder = "CInferno";
_DAT_010035d0 = 0;
_DAT_010035d4 = 0;
_DAT_010035d8 = 0;
DAT_010035dc = 0;
_DAT_010035e0 = 0;
_DAT_010035cc = 8;
__cxa_guard_release(&DataMapInit<CInferno>(CInferno*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
&DataMapInit<CInferno>(CInferno*)::nameHolder,&__dso_handle);
}
}
CInferno::m_DataMap._12_4_ = CBaseEntity::m_DataMap;
if (DataMapInit<CInferno>(CInferno*)::dataDesc == '\0') {
iVar2 = __cxa_guard_acquire(&DataMapInit<CInferno>(CInferno*)::dataDesc);
if (iVar2 != 0) {
/* try { // try from 008c7c1b to 008c7c75 has its CatchHandler @ 008c7d17 */
local_10[0] = operator_new__(_DAT_010035cc + 0xd);
strcpy(local_10[0],DataMapInit<CInferno>(CInferno*)::nameHolder);
pcVar1 = local_10[0];
sVar3 = strlen(local_10[0]);
builtin_strncpy(pcVar1 + sVar3,"InfernoThink",0xd);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)&DAT_010035d0,DAT_010035dc,local_10);
DataMapInit<CInferno>(CInferno*)::dataDesc._68_4_ = local_10[0];
__cxa_guard_release(&DataMapInit<CInferno>(CInferno*)::dataDesc);
}
}
CInferno::m_DataMap._4_4_ = 1;
CInferno::m_DataMap._0_4_ = 0xf5e260;
return (datamap_t *)CInferno::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.