_GLOBAL__sub_I_g_PlayerModEnable
0x00393ef0 · 476 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_g_PlayerModEnable(void)
{
undefined4 *puVar1;
UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
puVar1 = &g_BanMasks;
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;
g_PlayerModEnable = 0;
do {
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = 0;
}
puVar1 = puVar1 + 1;
} while (puVar1 != &g_PlayerModEnable);
puVar1 = &g_SentGameRulesMasks;
do {
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = 0;
}
puVar1 = puVar1 + 1;
} while (puVar1 != &g_BanMasks);
puVar1 = &g_SentBanMasks;
do {
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = 0;
}
puVar1 = puVar1 + 1;
} while (puVar1 != &g_SentGameRulesMasks);
g_bWantModEnable = 0;
ConVar::ConVar((ConVar *)voice_serverdebug,"voice_serverdebug","0",0);
__cxa_atexit(ConVar::~ConVar,voice_serverdebug,&__dso_handle);
ConVar::ConVar((ConVar *)sv_alltalk,"sv_alltalk","0",0x80100,
"Players can hear all other players\' voice communication, no team restrictions");
__cxa_atexit(ConVar::~ConVar,sv_alltalk,&__dso_handle);
g_VoiceGameMgr._0_4_ = &PTR__CVoiceGameMgr_00c54878;
g_VoiceGameMgr._12_8_ = 0;
g_VoiceGameMgr._8_4_ = 0;
g_VoiceGameMgr._20_4_ = 0xffffffff;
__cxa_atexit(CVoiceGameMgr::~CVoiceGameMgr,g_VoiceGameMgr,&__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.