L L4D2node

_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 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)