_GLOBAL__sub_I_MPForceCameraCallback
0x0037bc20 · 475 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* MPForceCameraCallback(IConVar*, char const*, float) */
void _GLOBAL__sub_I_MPForceCameraCallback(void)
{
vec2_origin._0_4_ = 0;
vec2_origin._4_4_ = 0;
vec4_origin = 0;
_DAT_00f7c99c = 0;
_DAT_00f7c9a0 = 0;
_DAT_00f7c9a4 = 0;
vec2_invalid._0_4_ = 0x7f7fffff;
vec2_invalid._4_4_ = 0x7f7fffff;
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 *)mp_forcecamera,"mp_forcecamera","0",0x2000,
"Restricts spectator modes for dead players",MPForceCameraCallback);
__cxa_atexit(ConVar::~ConVar,mp_forcecamera,&__dso_handle);
ConVar::ConVar((ConVar *)mp_allowspectators,"mp_allowspectators","1.0",0x2000,
"toggles whether the server allows spectator mode or not");
__cxa_atexit(ConVar::~ConVar,mp_allowspectators,&__dso_handle);
ConVar::ConVar((ConVar *)friendlyfire,"mp_friendlyfire","1",0x2102,
"Allows team members to injure other members of their team",true,1.0,true,1.0);
__cxa_atexit(ConVar::~ConVar,friendlyfire,&__dso_handle);
ConVar::ConVar((ConVar *)mp_fadetoblack,"mp_fadetoblack","0",0x2100,
"fade a player\'s screen to black when he dies");
__cxa_atexit(ConVar::~ConVar,mp_fadetoblack,&__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.