L L4D2node

_GLOBAL__sub_I_g_hControlPointMasters

0x003807d0 · 2635 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */

void _GLOBAL__sub_I_g_hControlPointMasters(void)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  
  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;
  InterfaceReg::InterfaceReg
            ((InterfaceReg *)__g_CreateCServerGameTagsIServerGameTags_reg,
             __CreateCServerGameTagsIServerGameTags_interface,"ServerGameTags001");
  g_hControlPointMasters = 0;
  _DAT_00f9ebe0 = 0;
  _DAT_00f9ebe4 = 0;
  DAT_00f9ebe8 = 0;
  _DAT_00f9ebec = 0;
  __cxa_atexit(CUtlVector<CHandle<CTeamControlPointMaster>,CUtlMemory<CHandle<CTeamControlPointMaster>,int>>
               ::~CUtlVector,&g_hControlPointMasters,&__dso_handle);
  SendTable::SendTable((SendTable *)DT_TeamplayRoundBasedRules::g_SendTable);
  __cxa_atexit(SendTable::~SendTable,DT_TeamplayRoundBasedRules::g_SendTable,&__dso_handle);
  DT_TeamplayRoundBasedRules::g_SendTableInit =
       ServerClassInit<DT_TeamplayRoundBasedRules::ignored>((ignored *)0x0);
  puVar4 = (undefined4 *)g_pServerClassHead;
  g_CTeamplayRoundBasedRulesProxy_ClassReg._0_4_ = s_CTeamplayRoundBasedRulesProxy_00c1fcec;
  g_CTeamplayRoundBasedRulesProxy_ClassReg._4_4_ = DT_TeamplayRoundBasedRulesProxy::g_SendTable;
  g_CTeamplayRoundBasedRulesProxy_ClassReg._16_4_ = 0xffff;
  if ((undefined4 *)g_pServerClassHead == (undefined4 *)0x0) {
    g_pServerClassHead = g_CTeamplayRoundBasedRulesProxy_ClassReg;
    g_CTeamplayRoundBasedRulesProxy_ClassReg._8_4_ = 0;
  }
  else {
    puVar3 = *(undefined4 **)((int)g_pServerClassHead + 8);
    iVar1 = _V_stricmp(*(char **)g_pServerClassHead,"CTeamplayRoundBasedRulesProxy");
    puVar2 = (undefined4 *)g_pServerClassHead;
    if (iVar1 < 1) {
      if (puVar3 != (undefined4 *)0x0) {
        do {
          puVar2 = puVar3;
          iVar1 = _V_stricmp((char *)*puVar2,"CTeamplayRoundBasedRulesProxy");
          puVar3 = puVar2;
          if (0 < iVar1) goto LAB_003811f6;
          puVar3 = (undefined4 *)puVar2[2];
          puVar4 = puVar2;
        } while ((undefined4 *)puVar2[2] != (undefined4 *)0x0);
        puVar3 = (undefined4 *)0x0;
      }
LAB_003811f6:
      g_CTeamplayRoundBasedRulesProxy_ClassReg._8_4_ = puVar3;
      puVar4[2] = g_CTeamplayRoundBasedRulesProxy_ClassReg;
    }
    else {
      g_pServerClassHead = g_CTeamplayRoundBasedRulesProxy_ClassReg;
      g_CTeamplayRoundBasedRulesProxy_ClassReg._8_4_ = puVar2;
    }
  }
  SendTable::SendTable((SendTable *)DT_TeamplayRoundBasedRulesProxy::g_SendTable);
  __cxa_atexit(SendTable::~SendTable,DT_TeamplayRoundBasedRulesProxy::g_SendTable,&__dso_handle);
  DT_TeamplayRoundBasedRulesProxy::g_SendTableInit =
       ServerClassInit<DT_TeamplayRoundBasedRulesProxy::ignored>((ignored *)0x0);
  CTeamplayRoundBasedRulesProxy_DataDescInit::g_DataMapHolder =
       DataMapInit<CTeamplayRoundBasedRulesProxy>((CTeamplayRoundBasedRulesProxy *)0x0);
  ConVar::ConVar((ConVar *)mp_capstyle,"mp_capstyle","1",0x2002,
                 "Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times."
                );
  __cxa_atexit(ConVar::~ConVar,mp_capstyle,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_blockstyle,"mp_blockstyle","1",0x2002,
                 "Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures."
                );
  __cxa_atexit(ConVar::~ConVar,mp_blockstyle,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_respawnwavetime,"mp_respawnwavetime","10.0",0x6003,
                 "Time between respawn waves.");
  __cxa_atexit(ConVar::~ConVar,mp_respawnwavetime,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_capdeteriorate_time,"mp_capdeteriorate_time","90.0",0x2002,
                 "Time it takes for a full capture point to deteriorate.");
  __cxa_atexit(ConVar::~ConVar,mp_capdeteriorate_time,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_tournament,"mp_tournament","0",0x2100);
  __cxa_atexit(ConVar::~ConVar,mp_tournament,&__dso_handle);
  ConVar::ConVar((ConVar *)tf_arena_preround_time,"tf_arena_preround_time","10",0x2100,
                 "Length of the Pre-Round time",true,5.0,true,15.0);
  __cxa_atexit(ConVar::~ConVar,tf_arena_preround_time,&__dso_handle);
  ConVar::ConVar((ConVar *)tf_arena_round_time,"tf_arena_round_time","0",0x6102);
  __cxa_atexit(ConVar::~ConVar,tf_arena_round_time,&__dso_handle);
  ConVar::ConVar((ConVar *)tf_arena_max_streak,"tf_arena_max_streak","5",0x2100,
                 "Teams will be scrambled if one team reaches this streak");
  __cxa_atexit(ConVar::~ConVar,tf_arena_max_streak,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_teams_unbalance_limit,"mp_teams_unbalance_limit","1",0x2100,
                 "Teams are unbalanced when one team has this many more players than the other team. (0 disables check)"
                 ,true,0.0,true,30.0);
  __cxa_atexit(ConVar::~ConVar,mp_teams_unbalance_limit,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_maxrounds,"mp_maxrounds","0",0x2100,
                 "max number of rounds to play before server changes maps",true,0.0,false,0.0);
  __cxa_atexit(ConVar::~ConVar,mp_maxrounds,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_winlimit,"mp_winlimit","0",0x2100,
                 "Max score one team can reach before server changes maps",true,0.0,false,0.0);
  __cxa_atexit(ConVar::~ConVar,mp_winlimit,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_disable_respawn_times,"mp_disable_respawn_times","0",0x2100);
  __cxa_atexit(ConVar::~ConVar,mp_disable_respawn_times,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_bonusroundtime,"mp_bonusroundtime","15",0x2000,
                 "Time after round win until round restarts",true,5.0,true,15.0);
  __cxa_atexit(ConVar::~ConVar,mp_bonusroundtime,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_showroundtransitions,"mp_showroundtransitions","0",0x4002,
                 "Show gamestate round transitions.");
  __cxa_atexit(ConVar::~ConVar,mp_showroundtransitions,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_enableroundwaittime,"mp_enableroundwaittime","1",0x2000,
                 "Enable timers to wait between rounds.");
  __cxa_atexit(ConVar::~ConVar,mp_enableroundwaittime,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_showcleanedupents,"mp_showcleanedupents","0",0x4002,
                 "Show entities that are removed on round respawn.");
  __cxa_atexit(ConVar::~ConVar,mp_showcleanedupents,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_restartround,"mp_restartround","0",5,
                 "If non-zero, the current round will restart in the specified number of seconds");
  __cxa_atexit(ConVar::~ConVar,mp_restartround,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_stalemate_timelimit,"mp_stalemate_timelimit","240",0x2000,
                 "Timelimit (in seconds) of the stalemate round.");
  __cxa_atexit(ConVar::~ConVar,mp_stalemate_timelimit,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_autoteambalance,"mp_autoteambalance","1",0x100);
  __cxa_atexit(ConVar::~ConVar,mp_autoteambalance,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_stalemate_enable,"mp_stalemate_enable","0",0x100,
                 "Enable/Disable stalemate mode.");
  __cxa_atexit(ConVar::~ConVar,mp_stalemate_enable,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_stalemate_at_timelimit,"mp_stalemate_at_timelimit","0",0x100,
                 "Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round."
                );
  __cxa_atexit(ConVar::~ConVar,mp_stalemate_at_timelimit,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)mp_switchteams,"mp_switchteams",cc_SwitchTeams,
             "Switch teams and restart the game",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mp_switchteams,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)mp_scrambleteams,"mp_scrambleteams",cc_ScrambleTeams,
             "Scramble the teams and restart the game",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mp_scrambleteams,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)mp_forcewin_command,"mp_forcewin",mp_forcewin,"Forces team to win",0x4000
             ,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mp_forcewin_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)mp_forcerespawnplayers,"mp_forcerespawnplayers",CC_CH_ForceRespawn,
             "Force all players to respawn.",0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mp_forcerespawnplayers,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)mp_tournament_restart,"mp_tournament_restart",CC_CH_TournamentRestart,
             "Restart Tournament Mode on the current level.",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,mp_tournament_restart,&__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)