DataMapInit<CWeaponSpawn>
0x008d7b50 · 183 bytes · __cdecl
_Z11DataMapInitI12CWeaponSpawnEP9datamap_tPT_
Decompiled
datamap_t * (1 param)
/* datamap_t* DataMapInit<CWeaponSpawn>(CWeaponSpawn*) */
datamap_t * DataMapInit<CWeaponSpawn>(CWeaponSpawn *param_1)
{
int iVar1;
if (DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder == '\0') {
iVar1 = __cxa_guard_acquire(&DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder);
if (iVar1 != 0) {
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._0_4_ = s_CWeaponSpawn_00cede15;
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._8_4_ = 0;
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._12_4_ = 0;
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._16_4_ = 0;
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._20_4_ = 0;
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._24_4_ = 0;
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder._4_4_ = 0xc;
__cxa_guard_release(&DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder);
__cxa_atexit(CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder,
DataMapInit<CWeaponSpawn>(CWeaponSpawn*)::nameHolder,&__dso_handle);
}
}
CWeaponSpawn::m_DataMap._12_4_ = CItem::m_DataMap;
CWeaponSpawn::m_DataMap._4_4_ = 4;
CWeaponSpawn::m_DataMap._0_4_ = 0xf5fe00;
return (datamap_t *)CWeaponSpawn::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.