_GLOBAL__sub_I_vprof_think_limit
0x003abfb0 · 503 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_vprof_think_limit(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;
ConVar::ConVar((ConVar *)vprof_think_limit,"vprof_think_limit","0",0);
__cxa_atexit(ConVar::~ConVar,vprof_think_limit,&__dso_handle);
ConVar::ConVar((ConVar *)vprof_scope_entity_thinks,"vprof_scope_entity_thinks","0",0);
__cxa_atexit(ConVar::~ConVar,vprof_scope_entity_thinks,&__dso_handle);
ConVar::ConVar((ConVar *)vprof_scope_entity_gamephys,"vprof_scope_entity_gamephys","0",0);
__cxa_atexit(ConVar::~ConVar,vprof_scope_entity_gamephys,&__dso_handle);
ConVar::ConVar((ConVar *)npc_vphysics,"npc_vphysics","0",0);
__cxa_atexit(ConVar::~ConVar,npc_vphysics,&__dso_handle);
CPhysicsPushedEntities::CPhysicsPushedEntities((CPhysicsPushedEntities *)s_PushedEntities);
__cxa_atexit(CPhysicsPushedEntities::~CPhysicsPushedEntities,s_PushedEntities,&__dso_handle);
ConVar::ConVar((ConVar *)sv_teststepsimulation,"sv_teststepsimulation","1",0);
__cxa_atexit(ConVar::~ConVar,sv_teststepsimulation,&__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.