L L4D2node

GCSDK::_GLOBAL__sub_I_g_mutexTempTextBuffer

0x00034120 · 237 bytes · __cdecl

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* GCSDK::g_mutexTempTextBuffer */

void GCSDK::_GLOBAL__sub_I_g_mutexTempTextBuffer(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;
  pthread_mutexattr_init((pthread_mutexattr_t *)(g_mutexTempTextBuffer + 0x18));
  pthread_mutexattr_settype((pthread_mutexattr_t *)(g_mutexTempTextBuffer + 0x18),1);
  pthread_mutex_init((pthread_mutex_t *)g_mutexTempTextBuffer,
                     (pthread_mutexattr_t *)(g_mutexTempTextBuffer + 0x18));
  __cxa_atexit(CThreadMutex::~CThreadMutex,g_mutexTempTextBuffer,&__dso_handle);
  g_vecTempTextBuffer = 0;
  _DAT_000d68c4 = 0;
  DAT_000d68c8 = 0;
  DAT_000d68cc = 0;
  _DAT_000d68d0 = 0;
  __cxa_atexit(CUtlVector<char*,CUtlMemory<char*,int>>::~CUtlVector,&g_vecTempTextBuffer,
               &__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)