_GLOBAL__sub_I_GameStringSystem
0x0037bb00 · 281 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GameStringSystem() */
void _GLOBAL__sub_I_GameStringSystem(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;
CStringPool::CStringPool((CStringPool *)(g_GameStringPool + 4),0);
g_GameStringPool._0_4_ = &PTR_Name_00c155c8;
__cxa_atexit(CGameStringPool::~CGameStringPool,g_GameStringPool,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)dumpgamestringtable,"dumpgamestringtable",CC_DumpGameStringTable,
"Dump the contents of the game string table to the console.",0x4000,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,dumpgamestringtable,&__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.