L L4D2node

IMoveHelper::_GLOBAL__sub_I_sm_pSingleton

0x003a5000 · 253 bytes · __cdecl

Decompiled

undefined (0 params)

/* IMoveHelper::sm_pSingleton */

void IMoveHelper::_GLOBAL__sub_I_sm_pSingleton(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;
  s_MoveHelperServer._0_4_ = &PTR_GetName_00ca05c8;
  s_MoveHelperServer._12_4_ = 0x80;
  s_MoveHelperServer._16_4_ = 0;
  s_MoveHelperServer._8_4_ = malloc(0x3000);
  s_MoveHelperServer._20_4_ = 0;
  s_MoveHelperServer._4_4_ = 0;
  sm_pSingleton = s_MoveHelperServer;
  s_MoveHelperServer._24_4_ = s_MoveHelperServer._8_4_;
  __cxa_atexit(CMoveHelperServer::~CMoveHelperServer,s_MoveHelperServer,&__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)