L L4D2node

_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 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)