_GLOBAL__sub_I_s_ElementNames
0x00394360 · 176 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_s_ElementNames(void)
{
vec2_origin._0_4_ = 0;
vec2_origin._4_4_ = 0;
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_invalid._0_4_ = 0x7f7fffff;
vec2_invalid._4_4_ = 0x7f7fffff;
g_StandardSendProxies._0_4_ = SendProxy_Int8ToInt32;
g_StandardSendProxies._4_4_ = SendProxy_Int16ToInt32;
g_StandardSendProxies._8_4_ = SendProxy_Int32ToInt32;
g_StandardSendProxies._12_4_ = SendProxy_UInt8ToInt32;
g_StandardSendProxies._16_4_ = SendProxy_UInt16ToInt32;
g_StandardSendProxies._20_4_ = SendProxy_UInt32ToInt32;
g_StandardSendProxies._24_4_ = SendProxy_FloatToFloat;
g_StandardSendProxies._28_4_ = SendProxy_VectorToVector;
g_StandardSendProxies._32_4_ = SendProxy_DataTableToDataTable;
g_StandardSendProxies._36_4_ = &s_pNonModifiedPointerProxyHead;
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.