L L4D2node

_GLOBAL__sub_I_s_bMathlibInitialized

0x003dd0b0 · 182 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_s_bMathlibInitialized(void)

{
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  vec2_origin._0_4_ = 0;
  vec2_origin._4_4_ = 0;
  vec2_invalid._0_4_ = 0x7f7fffff;
  vec2_invalid._4_4_ = 0x7f7fffff;
  vec3_origin = 0;
  DAT_01053d4c = 0;
  DAT_01053d50 = 0;
  vec3_angle = 0;
  DAT_01053d40 = 0;
  DAT_01053d44 = 0;
  quat_identity._0_4_ = 0;
  quat_identity._4_4_ = 0;
  quat_identity._8_4_ = 0;
  quat_identity._12_4_ = 0x3f800000;
  vec3_invalid = 0x7f7fffff;
  DAT_01053d24 = 0x7f7fffff;
  DAT_01053d28 = 0x7f7fffff;
  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)