L L4D2node

_GLOBAL__sub_I_g_debug_constraint_sounds

0x003ab160 · 801 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_g_debug_constraint_sounds(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;
  ConVar::ConVar((ConVar *)g_debug_constraint_sounds,"g_debug_constraint_sounds","0",0x4000,
                 "Enable debug printing about constraint sounds.");
  __cxa_atexit(ConVar::~ConVar,g_debug_constraint_sounds,&__dso_handle);
  CAutoGameSystem::CAutoGameSystem((CAutoGameSystem *)g_AnchorList,"CAnchorList");
  g_AnchorList._0_4_ = &PTR_Name_00cae388;
  g_AnchorList._12_4_ = 0;
  g_AnchorList._16_4_ = 0;
  g_AnchorList._20_4_ = 0;
  g_AnchorList._24_4_ = 0;
  g_AnchorList._28_4_ = 0;
  __cxa_atexit(CAnchorList::~CAnchorList,g_AnchorList,&__dso_handle);
  CConstraintAnchor_DataDescInit::g_DataMapHolder =
       DataMapInit<CConstraintAnchor>((CConstraintAnchor *)0x0);
  info_constraint_anchor = &PTR_Create_00cae718;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&info_constraint_anchor,"info_constraint_anchor");
  CPhysConstraintSystem_DataDescInit::g_DataMapHolder =
       DataMapInit<CPhysConstraintSystem>((CPhysConstraintSystem *)0x0);
  phys_constraintsystem = &PTR_Create_00caea78;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_constraintsystem,"phys_constraintsystem");
  CPhysConstraint_DataDescInit::g_DataMapHolder =
       DataMapInit<CPhysConstraint>((CPhysConstraint *)0x0);
  CPhysHinge_DataDescInit::g_DataMapHolder = DataMapInit<CPhysHinge>((CPhysHinge *)0x0);
  phys_hinge = &PTR_Create_00caede0;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_hinge,"phys_hinge");
  phys_ballsocket = &PTR_Create_00caf4a0;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_ballsocket,"phys_ballsocket");
  phys_slideconstraint = &PTR_Create_00caf4b8;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_slideconstraint,"phys_slideconstraint");
  CPhysSlideConstraint_DataDescInit::g_DataMapHolder =
       DataMapInit<CPhysSlideConstraint>((CPhysSlideConstraint *)0x0);
  phys_constraint = &PTR_Create_00caf838;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_constraint,"phys_constraint");
  CPhysPulley_DataDescInit::g_DataMapHolder = DataMapInit<CPhysPulley>((CPhysPulley *)0x0);
  phys_pulleyconstraint = &PTR_Create_00cafee0;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_pulleyconstraint,"phys_pulleyconstraint");
  CPhysLength_DataDescInit::g_DataMapHolder = DataMapInit<CPhysLength>((CPhysLength *)0x0);
  phys_lengthconstraint = &PTR_Create_00cb0240;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_lengthconstraint,"phys_lengthconstraint");
  CRagdollConstraint_DataDescInit::g_DataMapHolder =
       DataMapInit<CRagdollConstraint>((CRagdollConstraint *)0x0);
  phys_ragdollconstraint = &PTR_Create_00cb05a0;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&phys_ragdollconstraint,"phys_ragdollconstraint");
  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)