_GLOBAL__sub_I_UTIL_FunctionToName
0x0037f290 · 381 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 */
/* UTIL_FunctionToName(datamap_t*, void (CBaseEntity::**)(inputdata_t&)) */
void _GLOBAL__sub_I_UTIL_FunctionToName(void)
{
UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
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;
entitytable_t_DataDescInit::g_DataMapHolder = DataMapInit<entitytable_t>((entitytable_t *)0x0);
g_EntitySaveRestoreBlockHandler._0_4_ = &PTR_GetBlockName_00c1d0e8;
g_EntitySaveRestoreBlockHandler._4_4_ = &PTR_AddLevelTransitionSaveDependency_00c1d0b8;
SaveRestoreBlockHeader_t_DataDescInit::g_DataMapHolder =
DataMapInit<SaveRestoreBlockHeader_t>((SaveRestoreBlockHeader_t *)0x0);
g_SaveRestoreBlockSet = &PTR_GetBlockName_00c1d128;
_DAT_00f9bee4 = 0;
_DAT_00f9bee8 = 0;
_DAT_00f9beec = 0;
_DAT_00f9bef0 = 0;
_DAT_00f9bef4 = 0;
_DAT_00f9bf00 = 0;
_DAT_00f9bf04 = 0;
_DAT_00f9bf08 = 0;
_DAT_00f9bf0c = 0;
_DAT_00f9bf10 = 0;
/* try { // try from 0037f3e6 to 0037f3ea has its CatchHandler @ 0037f40d */
V_strncpy(&DAT_00f9bec4,"Game",0x20);
__cxa_atexit(CSaveRestoreBlockSet::~CSaveRestoreBlockSet,&g_SaveRestoreBlockSet,&__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.