_GLOBAL__sub_I_sv_pushaway_force
0x0037d2f0 · 647 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_sv_pushaway_force(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;
ConVar::ConVar((ConVar *)sv_pushaway_force,"sv_pushaway_force","300000",0x2002,
"How hard physics objects are pushed away from the players on the server.");
__cxa_atexit(ConVar::~ConVar,sv_pushaway_force,&__dso_handle);
ConVar::ConVar((ConVar *)sv_pushaway_min_player_speed,"sv_pushaway_min_player_speed","75",0x2002,
"If a player is moving slower than this, don\'t push away physics objects (enables ducking behind things)."
);
__cxa_atexit(ConVar::~ConVar,sv_pushaway_min_player_speed,&__dso_handle);
ConVar::ConVar((ConVar *)sv_pushaway_max_force,"sv_pushaway_max_force","2000",0x2002,
"Maximum amount of force applied to physics objects by players.");
__cxa_atexit(ConVar::~ConVar,sv_pushaway_max_force,&__dso_handle);
ConVar::ConVar((ConVar *)sv_pushaway_min_force,"sv_pushaway_min_force","500",0x2002,
"Minimum amount of force applied to physics objects by players.");
__cxa_atexit(ConVar::~ConVar,sv_pushaway_min_force,&__dso_handle);
ConVar::ConVar((ConVar *)sv_pushaway_clientside,"sv_pushaway_clientside","0",0x2002,
"Clientside physics push away (0=off, 1=only localplayer, 1=all players)");
__cxa_atexit(ConVar::~ConVar,sv_pushaway_clientside,&__dso_handle);
ConVar::ConVar((ConVar *)sv_pushaway_player_force,"sv_pushaway_player_force","200000",0x6002,
"How hard the player is pushed away from physics objects (falls off with inverse square of distance)."
);
__cxa_atexit(ConVar::~ConVar,sv_pushaway_player_force,&__dso_handle);
ConVar::ConVar((ConVar *)sv_pushaway_max_player_force,"sv_pushaway_max_player_force","10000",
0x6002,"Maximum of how hard the player is pushed away from physics objects.");
__cxa_atexit(ConVar::~ConVar,sv_pushaway_max_player_force,&__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.