L L4D2node

__tcf_0

0x00833a60 · 37 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */

void __tcf_0(void)

{
  (*(code *)*_DAT_00ff92b4)(&DAT_00ff92b4);
                    /* WARNING: Could not recover jumptable at 0x00833a83. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*(code *)*ServerClassInit<DT_BaseToggle::ignored>(DT_BaseToggle::ignored*)::g_SendProps)();
  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)