L L4D2node

_GLOBAL__sub_I_g_TestScriptMgr

0x000a3cc0 · 991 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_g_TestScriptMgr(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;
  CTestScriptMgr::CTestScriptMgr((CTestScriptMgr *)g_TestScriptMgr);
  __cxa_atexit(CTestScriptMgr::~CTestScriptMgr,g_TestScriptMgr,&__dso_handle);
  ConVar::ConVar((ConVar *)testscript_debug,"testscript_debug","0",0,"Debug test scripts.");
  __cxa_atexit(ConVar::~ConVar,testscript_debug,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_Wait_command,"Test_Wait",Test_Wait,"",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_Wait_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_RunFrame_command,"Test_RunFrame",Test_RunFrame,"",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_RunFrame_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_WaitForCheckPoint_command,"Test_WaitForCheckPoint",
             Test_WaitForCheckPoint,"",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_WaitForCheckPoint_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_StartLoop_command,"Test_StartLoop",Test_StartLoop,
             "Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to."
             ,0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_StartLoop_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_LoopCount_command,"Test_LoopCount",Test_LoopCount,
             "Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times."
             ,0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_LoopCount_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_Loop_command,"Test_Loop",Test_Loop,
             "Test_Loop <loop name> - loop back to the specified loop start point unconditionally.",
             0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_Loop_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_LoopForNumSeconds_command,"Test_LoopForNumSeconds",
             Test_LoopForNumSeconds,
             "Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds."
             ,0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_LoopForNumSeconds_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_RandomChance_command,"Test_RandomChance",Test_RandomChance,
             "Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance."
             ,0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_RandomChance_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_SendKey_command,"Test_SendKey",Test_SendKey,"",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_SendKey_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)Test_StartScript_command,"Test_StartScript",Test_StartScript,
             "Start a test script running..",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,Test_StartScript_command,&__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)