L L4D2node

_GLOBAL__sub_I_sv_maxupdaterate

0x000a0320 · 1274 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_sv_maxupdaterate(void)

{
  vec2_origin._0_4_ = 0;
  vec2_invalid._0_4_ = 0x7f7fffff;
  vec2_invalid._4_4_ = 0x7f7fffff;
  vec4_invalid._0_4_ = 0x7f7fffff;
  vec4_invalid._4_4_ = 0x7f7fffff;
  vec4_invalid._8_4_ = 0x7f7fffff;
  vec4_invalid._12_4_ = 0x7f7fffff;
  vec2_origin._4_4_ = 0;
  vec4_origin._0_4_ = 0;
  vec4_origin._4_4_ = 0;
  vec4_origin._8_4_ = 0;
  vec4_origin._12_4_ = 0;
  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 *)sv_timeout,"sv_timeout","65",0,
                 "After this many seconds without a message from a client, the client is dropped");
  __cxa_atexit(ConVar::~ConVar,sv_timeout,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_maxrate,"sv_maxrate","0",0x82000,
                 "Max bandwidth rate allowed on server, 0 == unlimited",true,0.0,true,30000.0);
  __cxa_atexit(ConVar::~ConVar,sv_maxrate,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_minrate,"sv_minrate","5000",0x82000,
                 "Min bandwidth rate allowed on server, 0 == unlimited",true,0.0,true,30000.0);
  __cxa_atexit(ConVar::~ConVar,sv_minrate,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_maxupdaterate,"sv_maxupdaterate","60",0x2000,
                 "Maximum updates per second that the server will allow");
  __cxa_atexit(ConVar::~ConVar,sv_maxupdaterate,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_minupdaterate,"sv_minupdaterate","10",0x2000,
                 "Minimum updates per second that the server will allow");
  __cxa_atexit(ConVar::~ConVar,sv_minupdaterate,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_stressbots,"sv_stressbots","0",2,
                 "If set to 1, the server calculates data and fills packets to bots. Used for perf testing."
                );
  __cxa_atexit(ConVar::~ConVar,sv_stressbots,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_allowdownload,"sv_allowdownload","1",0,
                 "Allow clients to download files");
  __cxa_atexit(ConVar::~ConVar,sv_allowdownload,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_allowupload,"sv_allowupload","1",0,
                 "Allow clients to upload customizations files");
  __cxa_atexit(ConVar::~ConVar,sv_allowupload,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_sendtables,"sv_sendtables","0",2,"Force full sendtable sending path.")
  ;
  __cxa_atexit(ConVar::~ConVar,sv_sendtables,&__dso_handle);
  ConVar::ConVar((ConVar *)ss_voice_hearpartner,"ss_voice_hearpartner","0",0,
                 "Route voice between splitscreen players on same system.");
  __cxa_atexit(ConVar::~ConVar,ss_voice_hearpartner,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_quota_stringcmdspersecond,"sv_quota_stringcmdspersecond","1024",
                 0x80000,
                 "How many string commands per second clients are allowed to submit, 0 to disallow all string commands"
                );
  __cxa_atexit(ConVar::~ConVar,sv_quota_stringcmdspersecond,&__dso_handle);
  ConVar::ConVar((ConVar *)net_showreliablesounds,"net_showreliablesounds","0",0x4000);
  __cxa_atexit(ConVar::~ConVar,net_showreliablesounds,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_maxclientframes,"sv_maxclientframes","128",0);
  __cxa_atexit(ConVar::~ConVar,sv_maxclientframes,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_extra_client_connect_time,"sv_extra_client_connect_time","15.0",0,
                 "Seconds after client connect during which extra frames are buffered to prevent non-delta\'d update"
                );
  __cxa_atexit(ConVar::~ConVar,sv_extra_client_connect_time,&__dso_handle);
  ConVar::ConVar((ConVar *)sv_sound_discardextraunreliable,"sv_sound_discardextraunreliable","1",0);
  __cxa_atexit(ConVar::~ConVar,sv_sound_discardextraunreliable,&__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)