_GLOBAL__sub_I_g_CV_DTWatchEnt
0x00095eb0 · 441 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_g_CV_DTWatchEnt(void)
{
vec2_origin._0_4_ = 0;
vec2_origin._4_4_ = 0;
vec2_invalid._0_4_ = 0x7f7fffff;
vec2_invalid._4_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;
s_Recipients = 0;
ConVar::ConVar((ConVar *)g_CV_DTWatchEnt,"dtwatchent","-1",0,
"Watch this entities data table encoding.");
__cxa_atexit(ConVar::~ConVar,g_CV_DTWatchEnt,&__dso_handle);
ConVar::ConVar((ConVar *)g_CV_DTWatchVar,"dtwatchvar","",0,"Watch the named variable.");
__cxa_atexit(ConVar::~ConVar,g_CV_DTWatchVar,&__dso_handle);
ConVar::ConVar((ConVar *)g_CV_DTWarning,"dtwarning","0",0,"Print data table warnings?");
__cxa_atexit(ConVar::~ConVar,g_CV_DTWarning,&__dso_handle);
ConVar::ConVar((ConVar *)g_CV_DTWatchClass,"dtwatchclass","",0,
"Watch all fields encoded with this table.");
__cxa_atexit(ConVar::~ConVar,g_CV_DTWatchClass,&__dso_handle);
ConVar::ConVar((ConVar *)sv_new_delta_bits,"sv_new_delta_bits","1",0);
__cxa_atexit(ConVar::~ConVar,sv_new_delta_bits,&__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.