L L4D2node

register_tm_clones

0x003de150 · 73 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */
/* WARNING: Removing unreachable block (ram,0x003de184) */
/* WARNING: Removing unreachable block (ram,0x003de18e) */

void register_tm_clones(void)

{
  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)