L L4D2node

_GLOBAL__sub_I_g_svInstanceBaselineMutex

0x000933e0 · 1475 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_g_svInstanceBaselineMutex(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;
  g_svInstanceBaselineMutex = 0;
  DAT_00350d4c = 0;
  ConVar::ConVar((ConVar *)sv_region,"sv_region","-1",0x80000,
                 "The region of the world to report this server in.");
  __cxa_atexit(ConVar::~ConVar,sv_region,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_instancebaselines,"sv_instancebaselines","1",2,
                 "Enable instanced baselines. Saves network overhead.");
  __cxa_atexit(ConVar::~ConVar,sv_instancebaselines,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_stats,"sv_stats","1",0,"Collect CPU usage stats");
  __cxa_atexit(ConVar::~ConVar,sv_stats,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_enableoldqueries,"sv_enableoldqueries","0",0,
                 "Enable support for old style (HL1) server queries");
  __cxa_atexit(ConVar::~ConVar,sv_enableoldqueries,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_password,"sv_password","",0xa0120,
                 "Server password for entry into multiplayer games",SvPasswordChangeCallback);
  __cxa_atexit(ConVar::~ConVar,sv_password,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_tags,"sv_tags","",0x80100,
                 "Server tags. Used to provide extra information to clients when they\'re browsing for servers. Separate tags with a comma."
                 ,SvTagsChangeCallback);
  __cxa_atexit(ConVar::~ConVar,sv_tags,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_visiblemaxplayers,"sv_visiblemaxplayers","-1",0x80000,
                 "Overrides the max players reported to prospective clients");
  __cxa_atexit(ConVar::~ConVar,sv_visiblemaxplayers,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_alternateticks,"sv_alternateticks","0",0x80040,
                 "If set, server only simulates entities on even numbered ticks.\n");
  __cxa_atexit(ConVar::~ConVar,sv_alternateticks,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_allow_wait_command,"sv_allow_wait_command","1",0x82000,
                 "Allow or disallow the wait command on clients connected to this server.");
  __cxa_atexit(ConVar::~ConVar,sv_allow_wait_command,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_allow_lobby_connect_only,"sv_allow_lobby_connect_only","1",0x80000,
                 "If set, players may only join this server from matchmaking lobby, may not connect directly."
                );
  __cxa_atexit(ConVar::~ConVar,sv_allow_lobby_connect_only,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_reservation_timeout,"sv_reservation_timeout","120",0x80000,
                 "Time in seconds before lobby reservation expires.",true,5.0,true,180.0);
  __cxa_atexit(ConVar::~ConVar,sv_reservation_timeout,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_reservation_grace,"sv_reservation_grace","5",0,
                 "Time in seconds given for a lobby reservation.",true,3.0,true,30.0);
  __cxa_atexit(ConVar::~ConVar,sv_reservation_grace,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_steamgroup,"sv_steamgroup","",0x80100,
                 "The ID of the steam group that this server belongs to. You can find your group\'s ID on the admin profile page in the steam community."
                 ,SvGameDataChangeCallback);
  __cxa_atexit(ConVar::~ConVar,sv_steamgroup,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_steamgroup_exclusive,"sv_steamgroup_exclusive","0",0x80000,
                 "If set, only members of Steam group will be able to join the server when it\'s empty, public people will be able to join the server only if it has players."
                );
  __cxa_atexit(ConVar::~ConVar,sv_steamgroup_exclusive,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_debugtempentities,"sv_debugtempentities","0",0,
                 "Show temp entity bandwidth usage.");
  __cxa_atexit(ConVar::~ConVar,sv_debugtempentities,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_hosting_lobby,"sv_hosting_lobby","0",0x2002);
  __cxa_atexit(ConVar::~ConVar,sv_hosting_lobby,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)sv_showtags_command,"sv_showtags",sv_showtags,
             "Describe current gametags.",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,sv_showtags_command,&__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)