_GLOBAL__sub_I_engine_no_focus_sleep
0x000a39e0 · 537 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
void _GLOBAL__sub_I_engine_no_focus_sleep(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 *)engine_no_focus_sleep,"engine_no_focus_sleep","50",0x80);
__cxa_atexit(ConVar::~ConVar,engine_no_focus_sleep,&__dso_handle);
ConVar::ConVar((ConVar *)fps_max,"fps_max","300",0x80000,"Frame rate limiter");
__cxa_atexit(ConVar::~ConVar,fps_max,&__dso_handle);
ConVar::ConVar((ConVar *)fps_max_splitscreen,"fps_max_splitscreen","300",0,
"Frame rate limiter, splitscreen");
__cxa_atexit(ConVar::~ConVar,fps_max_splitscreen,&__dso_handle);
ConVar::ConVar((ConVar *)async_serialize,"async_serialize","0",0,
"Force async reads to serialize for profiling");
__cxa_atexit(ConVar::~ConVar,async_serialize,&__dso_handle);
g_Engine = &PTR__CEngine_002c7148;
_DAT_003edf28 = 0;
_DAT_003edf2c = 0;
_DAT_003edf30 = 0;
_DAT_003edf38 = 0;
_DAT_003edf3c = 0;
_DAT_003edf44 = 0;
_DAT_003edf24 = 0;
__cxa_atexit(CEngine::~CEngine,&g_Engine,&__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.