L L4D2node

_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 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)