L L4D2node

CMatchExtL4D::_GLOBAL__sub_I_CMatchExtL4D

0x00031f00 · 371 bytes · processEntry

Decompiled

undefined (0 params)

/* CMatchExtL4D::CMatchExtL4D() */

void processEntry CMatchExtL4D::_GLOBAL__sub_I_CMatchExtL4D(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;
  CMatchExtL4D((CMatchExtL4D *)&g_MatchExtL4D);
  __cxa_atexit(~CMatchExtL4D,&g_MatchExtL4D,&__dso_handle);
  InterfaceReg::InterfaceReg
            ((InterfaceReg *)__g_CreateCMatchExtL4DIMatchExtL4D_reg,
             __CreateCMatchExtL4DIMatchExtL4D_interface,"IMATCHEXT_L4D_INTERFACE_001");
  ConCommand::ConCommand
            ((ConCommand *)mission_reload_command,"mission_reload",mission_reload,
             "Reload mission metadata",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mission_reload_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)mission_debug_print_command,"mission_debug_print",mission_debug_print,
             "Print all mission metadata",2,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mission_debug_print_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)