L L4D2node

_GLOBAL__sub_I_sv_cheats

0x00399430 · 2502 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_sv_cheats(void)

{
  undefined4 *puVar1;
  
  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;
  ClientPrecachePrecache::s_ResourcePrecacher._12_4_ = DAT_0105b164;
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  ClientPrecachePrecache::s_ResourcePrecacher._4_4_ = 1;
  ClientPrecachePrecache::s_ResourcePrecacher._8_4_ = s_ClientPrecache_00c68650;
  DAT_0105b164 = ClientPrecachePrecache::s_ResourcePrecacher;
  ClientPrecachePrecache::s_ResourcePrecacher._0_4_ = &PTR_Cache_00c692a0;
  ConCommand::ConCommand
            ((ConCommand *)rangefinder_command,"rangefinder",rangefinder,
             "Measures distance along a ray",0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,rangefinder_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)cast_ray_command,"cast_ray",cast_ray,"Tests collision detection",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,cast_ray_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)cast_hull_command,"cast_hull",cast_hull,"Tests hull collision detection",
             0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,cast_hull_command,&__dso_handle);
  CPointClientCommand_DataDescInit::g_DataMapHolder =
       DataMapInit<CPointClientCommand>((CPointClientCommand *)0x0);
  point_clientcommand = &PTR_Create_00c695f8;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&point_clientcommand,"point_clientcommand");
  CPointServerCommand_DataDescInit::g_DataMapHolder =
       DataMapInit<CPointServerCommand>((CPointServerCommand *)0x0);
  point_servercommand = &PTR_Create_00c69958;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&point_servercommand,"point_servercommand");
  CPointBroadcastClientCommand_DataDescInit::g_DataMapHolder =
       DataMapInit<CPointBroadcastClientCommand>((CPointBroadcastClientCommand *)0x0);
  point_broadcastclientcommand = &PTR_Create_00c69cb8;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&point_broadcastclientcommand,"point_broadcastclientcommand");
  ConCommand::ConCommand
            ((ConCommand *)drawline,"drawline",CC_DrawLine,
             "Draws line between two 3D Points.\n\tGreen if no collision\n\tRed is collides with something\n\tArguments: x1 y1 z1 x2 y2 z2"
             ,0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,drawline,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)drawcross,"drawcross",CC_DrawCross,
             "Draws a cross at the given location\n\tArguments: x y z",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,drawcross,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)kill_command,"kill",kill,"Kills the player with generic damage",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,kill_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)explode_command,"explode",explode,
             "Kills the player with explosive damage",0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,explode_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)killvector_command,"killvector",killvector,
             "Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>"
             ,0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,killvector_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)explodevector_command,"explodevector",explodevector,
             "Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>"
             ,0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,explodevector_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)say_command,"say",say,"Display player message",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,say_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)say_team_command,"say_team",say_team,"Display player message to team",0,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,say_team_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)setmodel,"setmodel",CC_Player_SetModel,"Changes\'s player\'s model",
             0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,setmodel,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)test_dispatcheffect,"test_dispatcheffect",CC_Player_TestDispatchEffect,
             "Test a clientside dispatch effect.\n\tUsage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n\tDefaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n"
             ,0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,test_dispatcheffect,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)bugswap,"bug_swap",CC_Player_BugBaitSwap,
             "Automatically swaps the current weapon for the bug bait and back again.",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,bugswap,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)use,"use",CC_Player_Use,
             "Use a particular weapon\t\nArguments: <weapon_name>",0,(int_____char_const__char *)0x0
            );
  __cxa_atexit(ConCommand::~ConCommand,use,&__dso_handle);
  ConVar::ConVar((ConVar *)noclip_fixup,"noclip_fixup","1",0x4000);
  __cxa_atexit(ConVar::~ConVar,noclip_fixup,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)noclip_command,"noclip",noclip,
             "Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable"
             ,0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,noclip_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)ent_setpos_command,"ent_setpos",ent_setpos,"Move entity to position",
             0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,ent_setpos_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)ent_setang_command,"ent_setang",ent_setang,"Set entity angles",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,ent_setang_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)setpos_command,"setpos",setpos,
             "Move player to specified origin (must have sv_cheats).",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,setpos_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)setpos_player_command,"setpos_player",setpos_player,
             "Move specified player to specified origin (must have sv_cheats).",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,setpos_player_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)setang,"setang",CC_setang_f,
             "Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).",0x4000
             ,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,setang,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)setpos_exact_command,"setpos_exact",setpos_exact,
             "Move player to an exact specified origin (must have sv_cheats).",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,setpos_exact_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)setang_exact_command,"setang_exact",setang_exact,
             "Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats)."
             ,0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,setang_exact_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)notarget,"notarget",CC_Notarget_f,
             "Toggle. Player becomes hidden to NPCs.",0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,notarget,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)hurtme,"hurtme",CC_HurtMe_f,
             "Hurts the player.\n\tArguments: <health to lose>",0x4000,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,hurtme,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)groundlist,"groundlist",CC_GroundList_f,
             "Display ground entity list <index>",0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,groundlist,&__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)