CDebugHistory::_GLOBAL__sub_I_m_DataMap
0x0039e070 · 368 bytes · __cdecl
Decompiled
undefined (0 params)
/* CDebugHistory::m_DataMap */
void CDebugHistory::_GLOBAL__sub_I_m_DataMap(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;
::UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
::UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
::UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
::UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
CDebugHistory_DataDescInit::g_DataMapHolder = DataMapInit<CDebugHistory>((CDebugHistory *)0x0);
env_debughistory = &PTR_Create_00c7cbd8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&env_debughistory,"env_debughistory");
s_DebugHistory = 0xffffffff;
ConCommand::ConCommand
((ConCommand *)dbghist_addline,"dbghist_addline",CC_DebugHistory_AddLine,
"Add a line to the debug history. Format: <category id> <line>",0,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,dbghist_addline,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)dbghist_dump,"dbghist_dump",CC_DebugHistory_Dump,
"Dump the debug history to the console. Format: <category id>\n Categories:\n 0: Entity I/O\n 1: AI Decisions\n 2: Scene Print\n 3: Alyx Blind\n 4: Log of damage done to player"
,0,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,dbghist_dump,&__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.