_GLOBAL__sub_I_CL_NameCvarChanged
0x000931c0 · 543 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CL_NameCvarChanged(IConVar*, char const*, float) */
void _GLOBAL__sub_I_CL_NameCvarChanged(void)
{
vec2_origin._0_4_ = 0;
vec2_origin._4_4_ = 0;
vec2_invalid._0_4_ = 0x7f7fffff;
vec2_invalid._4_4_ = 0x7f7fffff;
vec4_origin._0_4_ = 0;
vec4_origin._4_4_ = 0;
vec4_origin._8_4_ = 0;
vec4_origin._12_4_ = 0;
vec4_invalid._0_4_ = 0x7f7fffff;
vec4_invalid._4_4_ = 0x7f7fffff;
vec4_invalid._8_4_ = 0x7f7fffff;
vec4_invalid._12_4_ = 0x7f7fffff;
UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
ConVar::ConVar((ConVar *)cl_resend,"cl_resend","6",0x80000,
"Delay in seconds before the client will resend the \'connect\' attempt",true,1.5,
true,20.0);
__cxa_atexit(ConVar::~ConVar,cl_resend,&__dso_handle);
ConVar::ConVar((ConVar *)cl_name,"name","unnamed",0x10008680,"Current user name",
CL_NameCvarChanged);
__cxa_atexit(ConVar::~ConVar,cl_name,&__dso_handle);
ConVar::ConVar((ConVar *)password,"password","",0x20020080,"Current server access password");
__cxa_atexit(ConVar::~ConVar,password,&__dso_handle);
ConVar::ConVar((ConVar *)cl_interpolate,"cl_interpolate","1.0",0x202,
"Interpolate entities on the client.");
__cxa_atexit(ConVar::~ConVar,cl_interpolate,&__dso_handle);
ConVar::ConVar((ConVar *)cl_failremoteconnections,"cl_failremoteconnections","0",2,
"Force connection attempts to time out");
__cxa_atexit(ConVar::~ConVar,cl_failremoteconnections,&__dso_handle);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.