L L4D2node

_GLOBAL__sub_I_sv_dumpstringtables

0x0009cfe0 · 391 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_sv_dumpstringtables(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 *)sv_dumpstringtables,"sv_dumpstringtables","0",0x4000);
  __cxa_atexit(ConVar::~ConVar,sv_dumpstringtables,&__dso_handle);
  ConVar::ConVar((ConVar *)stringtable_usedictionaries,"stringtable_usedictionaries","1",0,
                 "Use dictionaries for string table networking\n");
  __cxa_atexit(ConVar::~ConVar,stringtable_usedictionaries,&__dso_handle);
  ConVar::ConVar((ConVar *)stringtable_alwaysrebuilddictionaries,
                 "stringtable_alwaysrebuilddictionaries","0",0,
                 "Rebuild dictionary file on every level load\n");
  __cxa_atexit(ConVar::~ConVar,stringtable_alwaysrebuilddictionaries,&__dso_handle);
  CNetworkStringTableDictionaryManager::CNetworkStringTableDictionaryManager
            ((CNetworkStringTableDictionaryManager *)&g_StringTableDictionary);
  __cxa_atexit(CNetworkStringTableDictionaryManager::~CNetworkStringTableDictionaryManager,
               &g_StringTableDictionary,&__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)