L L4D2node

_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 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.



        
        

⚠ 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.

Return-type handling cheatsheet (DHookReturn)