L L4D2node

_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 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)