_GLOBAL__sub_I_g_pServerTools
0x0039d360 · 407 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
void _GLOBAL__sub_I_g_pServerTools(void)
{
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;
UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
g_FoundryEntitySpawnRecords = 0;
_DAT_00fdb5e4 = 0;
_DAT_00fdb5e8 = 0;
_DAT_00fdb600 = 0xffffffff;
DAT_00fdb5ec = 0xffffffff;
_DAT_00fdb5f0 = 0xffffffff;
_DAT_00fdb5f4 = 0xffffffff;
_DAT_00fdb5f8 = 0;
_DAT_00fdb5fc = 0;
_DAT_00fdb604 = 0;
__cxa_atexit(CUtlLinkedList<CFoundryEntitySpawnRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*,int>,int>>
::~CUtlLinkedList,&g_FoundryEntitySpawnRecords,&__dso_handle);
__cxa_atexit(CServerTools::~CServerTools,&g_ServerTools,&__dso_handle);
InterfaceReg::InterfaceReg
((InterfaceReg *)__g_CreateCServerToolsIServerTools_reg,
__CreateCServerToolsIServerTools_interface,"VSERVERTOOLS001");
ConCommand::ConCommand
((ConCommand *)ent_keyvalue,"ent_keyvalue",CC_Ent_Keyvalue,
"Applies the comma delimited key=value pairs to the entity with the given Hammer ID.\n\tFormat: ent_keyvalue <entity id> <key1>=<value1>,<key2>=<value2>,...,<keyN>=<valueN>\n"
,0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,ent_keyvalue,&__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.