L L4D2node

_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 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)