_GLOBAL__sub_I_g_QuaternionPool
0x003dcbb0 · 573 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_g_QuaternionPool(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;
g_QuaternionPool = 0;
DAT_01047884 = 0;
__cxa_atexit(CBoneSetupMemoryPool<QuaternionAligned>::~CBoneSetupMemoryPool,&g_QuaternionPool,
&__dso_handle);
g_VectorPool = 0;
DAT_0104787c = 0;
__cxa_atexit(CBoneSetupMemoryPool<Vector>::~CBoneSetupMemoryPool,&g_VectorPool,&__dso_handle);
g_MatrixPool = 0;
DAT_01047874 = 0;
__cxa_atexit(CBoneSetupMemoryPool<matrix3x4_t>::~CBoneSetupMemoryPool,&g_MatrixPool,&__dso_handle)
;
CDataManagerBase::CDataManagerBase((CDataManagerBase *)&g_StudioBoneCache,0x20000);
g_StudioBoneCache = &PTR_Lock_00d546c8;
DAT_0104794c = 0;
DAT_01047950 = 0;
__cxa_atexit(CDataManager<CBoneCache,bonecacheparams_t,CBoneCache*,CThreadFastMutex>::
~CDataManager,&g_StudioBoneCache,&__dso_handle);
ConVar::ConVar((ConVar *)cl_simdbones,"cl_simdbones","0",0x2000,"Use SIMD bone setup.");
__cxa_atexit(ConVar::~ConVar,cl_simdbones,&__dso_handle);
ConVar::ConVar((ConVar *)cl_use_simd_bones,"cl_use_simd_bones","1",0x2000,
"1 use SIMD bones 0 use scalar bones.");
__cxa_atexit(ConVar::~ConVar,cl_use_simd_bones,&__dso_handle);
ConVar::ConVar((ConVar *)g_cv_BlendBonesMode,"BlendBonesMode","2",0x2000);
__cxa_atexit(ConVar::~ConVar,g_cv_BlendBonesMode,&__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.