_GLOBAL__sub_I___CreateGameRules_CMultiplayRules
0x0037cef0 · 1009 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 */
/* __CreateGameRules_CMultiplayRules() */
void _GLOBAL__sub_I___CreateGameRules_CMultiplayRules(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;
CGameRulesRegister::CGameRulesRegister
((CGameRulesRegister *)__g_GameRulesRegister_CMultiplayRules,"CMultiplayRules",
__CreateGameRules_CMultiplayRules);
ConVar::ConVar((ConVar *)mp_chattime,"mp_chattime","10",0x2000,
"amount of time players can chat after the game is over",true,1.0,true,120.0);
__cxa_atexit(ConVar::~ConVar,mp_chattime,&__dso_handle);
ConVar::ConVar((ConVar *)mp_timelimit,"mp_timelimit","0",0x2100,"game time per map in minutes",
MPTimeLimitCallback);
__cxa_atexit(ConVar::~ConVar,mp_timelimit,&__dso_handle);
ConVar::ConVar((ConVar *)tv_delaymapchange,"tv_delaymapchange","0",0,
"Delays map change until broadcast is complete");
__cxa_atexit(ConVar::~ConVar,tv_delaymapchange,&__dso_handle);
ConVar::ConVar((ConVar *)mp_restartgame,"mp_restartgame","0",4,
"If non-zero, game will restart in the specified number of seconds");
__cxa_atexit(ConVar::~ConVar,mp_restartgame,&__dso_handle);
ConVar::ConVar((ConVar *)mp_waitingforplayers_time,"mp_waitingforplayers_time","0",4,
"WaitingForPlayers time length in seconds");
__cxa_atexit(ConVar::~ConVar,mp_waitingforplayers_time,&__dso_handle);
ConVar::ConVar((ConVar *)mp_waitingforplayers_restart,"mp_waitingforplayers_restart","0",4,
"Set to 1 to start or restart the WaitingForPlayers period.");
__cxa_atexit(ConVar::~ConVar,mp_waitingforplayers_restart,&__dso_handle);
ConVar::ConVar((ConVar *)mp_waitingforplayers_cancel,"mp_waitingforplayers_cancel","0",4,
"Set to 1 to end the WaitingForPlayers period.");
__cxa_atexit(ConVar::~ConVar,mp_waitingforplayers_cancel,&__dso_handle);
ConVar::ConVar((ConVar *)mp_clan_readyrestart,"mp_clan_readyrestart","0",4,
"If non-zero, game will restart once someone from each team gives the ready signal"
);
__cxa_atexit(ConVar::~ConVar,mp_clan_readyrestart,&__dso_handle);
ConVar::ConVar((ConVar *)mp_clan_ready_signal,"mp_clan_ready_signal","ready",4,
"Text that team leader from each team must speak for the match to begin");
__cxa_atexit(ConVar::~ConVar,mp_clan_ready_signal,&__dso_handle);
ConVar::ConVar((ConVar *)nextlevel,"nextlevel","",0x104,
"If set to a valid map name, will trigger a changelevel to the specified map at the end of the round"
);
__cxa_atexit(ConVar::~ConVar,nextlevel,&__dso_handle);
CMultiplayRules::m_MapList = 0;
_DAT_00f7dcc4 = 0;
_DAT_00f7dcc8 = 0;
DAT_00f7dccc = 0;
_DAT_00f7dcd0 = 0;
__cxa_atexit(CUtlStringList::~CUtlStringList,&CMultiplayRules::m_MapList,&__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.