_GLOBAL__sub_I_ViewOffsetDown
0x00384330 · 3479 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_ViewOffsetDown(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 *)ViewOffsetDown,"view_offset_down","16",0x6000);
__cxa_atexit(ConVar::~ConVar,ViewOffsetDown,&__dso_handle);
ConVar::ConVar((ConVar *)ViewOffsetForward,"view_offset_forward","8",0x6000);
__cxa_atexit(ConVar::~ConVar,ViewOffsetForward,&__dso_handle);
ConVar::ConVar((ConVar *)ViewOffsetUp,"view_offset_up","-16",0x6000);
__cxa_atexit(ConVar::~ConVar,ViewOffsetUp,&__dso_handle);
ConVar::ConVar((ConVar *)ViewOffset,"view_offset","0",0x2000);
__cxa_atexit(ConVar::~ConVar,ViewOffset,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorReviveContinuousFire,"survivor_revive_continuous_fire","1",0x2000
,"Players need to hold +attack to revive");
__cxa_atexit(ConVar::~ConVar,SurvivorReviveContinuousFire,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorReviveAfterDrag,"survivor_revive_after_drag","0",0x2000,
"Standing still after dragging someone will start reviving him");
__cxa_atexit(ConVar::~ConVar,SurvivorReviveAfterDrag,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDragContinuousFire,"survivor_drag_continuous_fire","1",0x2000,
"Survivors need to hold +attack2 to drag incapacitated survivors");
__cxa_atexit(ConVar::~ConVar,SurvivorDragContinuousFire,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorAllowCrawling,"survivor_allow_crawling","0",0x2000);
__cxa_atexit(ConVar::~ConVar,SurvivorAllowCrawling,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieScrimmageCreepDelay,"z_scrimmage_creep_delay","30",0x2000);
__cxa_atexit(ConVar::~ConVar,ZombieScrimmageCreepDelay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieScrimmageCreepRate,"z_scrimmage_creep_rate","50",0x2000);
__cxa_atexit(ConVar::~ConVar,ZombieScrimmageCreepRate,&__dso_handle);
ConVar::ConVar((ConVar *)z_splatterdistance,"z_splatterdistance","100",0x2000);
__cxa_atexit(ConVar::~ConVar,z_splatterdistance,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorItDuration,"survivor_it_duration","20",0x6000);
__cxa_atexit(ConVar::~ConVar,SurvivorItDuration,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDragSpeedMultiplier,"survivor_drag_speed_multiplier",".5",0x6000,
"Multiplier to speed when we are dragging somebody.");
__cxa_atexit(ConVar::~ConVar,SurvivorDragSpeedMultiplier,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorUnstoppableSpeed,"survivor_unstoppable_speed","150",0x6000);
__cxa_atexit(ConVar::~ConVar,SurvivorUnstoppableSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorSpeedBoostFactor,"survivor_speed_boost_factor","1.2",0x6000,
"Speed boost from upgrade");
__cxa_atexit(ConVar::~ConVar,SurvivorSpeedBoostFactor,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieNoiseLevelHoldTime,"z_noise_level_hold_time","0.5",0x6000,
"How long we hold a given noise level before it starts to fade.");
__cxa_atexit(ConVar::~ConVar,ZombieNoiseLevelHoldTime,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieNoiseLevelFadeRate,"z_noise_level_fade_rate","40",0x6000,
"How much noise we lose each tick, after hold_time expires.");
__cxa_atexit(ConVar::~ConVar,ZombieNoiseLevelFadeRate,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieNoiseLevelMax,"z_noise_level_max","135",0x6000,
"The highest the noise level can go.");
__cxa_atexit(ConVar::~ConVar,ZombieNoiseLevelMax,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieMaxPlayerZombies,"z_max_player_zombies","4",0x2000,
"Max number of humans that can be controlling zombies at one time.",true,0.0,true,
4.0,MaxPlayerZombieCallback);
__cxa_atexit(ConVar::~ConVar,ZombieMaxPlayerZombies,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIncapacitatedHealth,"survivor_incap_health","300",0x2000);
__cxa_atexit(ConVar::~ConVar,SurvivorIncapacitatedHealth,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIncapacitatedDecayRate,"survivor_incap_decay_rate","3",0x2000);
__cxa_atexit(ConVar::~ConVar,SurvivorIncapacitatedDecayRate,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorLimpHealth,"survivor_limp_health","40",0x6000);
__cxa_atexit(ConVar::~ConVar,SurvivorLimpHealth,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorLimpWalkSpeed,"survivor_limp_walk_speed","85",0x6000);
__cxa_atexit(ConVar::~ConVar,SurvivorLimpWalkSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorFumesWalkSpeed,"survivor_fumes_walk_speed","85",0x6000);
__cxa_atexit(ConVar::~ConVar,SurvivorFumesWalkSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)arenaline_run_speed,"adrenaline_run_speed","260",0x6000);
__cxa_atexit(ConVar::~ConVar,arenaline_run_speed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieTankSpeed,"z_tank_speed","210",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieTankSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieTankSpeedVs,"z_tank_speed_vs","210",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieTankSpeedVs,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieExplodingSpeed,"z_exploding_speed","175",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieExplodingSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGasSpeed,"z_gas_speed","210",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieGasSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHunterSpeed,"z_hunter_speed","300",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieHunterSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostSpeed,"z_ghost_speed","450",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieGhostSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieSpitterSpeed,"z_spitter_speed","210",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieSpitterSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeySpeed,"z_jockey_speed","250.0",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeySpeed,&__dso_handle);
ConVar::ConVar((ConVar *)JockeyBlendRate,"z_jockey_blend_rate","1.0",0x4000);
__cxa_atexit(ConVar::~ConVar,JockeyBlendRate,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyMinMountedSpeed,"z_jockey_min_mounted_speed","0.6",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyMinMountedSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieSpeed,"z_speed","250",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)sb_pushscale,"sb_pushscale","1.0",0x6000);
__cxa_atexit(ConVar::~ConVar,sb_pushscale,&__dso_handle);
ConVar::ConVar((ConVar *)StillVelLimit,"still_vel_limit","5",0x2000,
"if player velocity is lower than this, he is \'still\'");
__cxa_atexit(ConVar::~ConVar,StillVelLimit,&__dso_handle);
ConVar::ConVar((ConVar *)StillViewAccelLimit,"still_view_accel_limit","1500",0x2000,
"if player\'s view is accelerating less than this, his view is \'still\'");
__cxa_atexit(ConVar::~ConVar,StillViewAccelLimit,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostAheadFlow,"z_ghost_ahead_flow","500",0x2000,
"Ghosts must be this far ahead of the survivors to materialize");
__cxa_atexit(ConVar::~ConVar,ZombieGhostAheadFlow,&__dso_handle);
ConVar::ConVar((ConVar *)player_max_separation_force,"sv_player_max_separation_force","500",2);
__cxa_atexit(ConVar::~ConVar,player_max_separation_force,&__dso_handle);
ConVar::ConVar((ConVar *)cl_sidespeed,"z_sidespeed","450",0x6000);
__cxa_atexit(ConVar::~ConVar,cl_sidespeed,&__dso_handle);
ConVar::ConVar((ConVar *)cl_forwardspeed,"z_forwardspeed","450",0x6000);
__cxa_atexit(ConVar::~ConVar,cl_forwardspeed,&__dso_handle);
ConVar::ConVar((ConVar *)cl_backspeed,"z_backspeed","450",0x6000);
__cxa_atexit(ConVar::~ConVar,cl_backspeed,&__dso_handle);
ConVar::ConVar((ConVar *)versus_shove_hunter_fov,"versus_shove_hunter_fov","90",0x6000,
"Angle that survivor shove will hit hunters");
__cxa_atexit(ConVar::~ConVar,versus_shove_hunter_fov,&__dso_handle);
ConVar::ConVar((ConVar *)versus_shove_hunter_fov_pouncing,"versus_shove_hunter_fov_pouncing","45",
0x6000,"Angle that survivor shove will hit hunters while pouncing");
__cxa_atexit(ConVar::~ConVar,versus_shove_hunter_fov_pouncing,&__dso_handle);
ConVar::ConVar((ConVar *)sv_infinite_primary_ammo,"sv_infinite_primary_ammo","0",0x6000,
"Player\'s primary weapon will never run out of ammo");
__cxa_atexit(ConVar::~ConVar,sv_infinite_primary_ammo,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)jockey_command,"jockey",jockey,"Giddyup.",0x4000,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,jockey_command,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)jockeyme_command,"jockeyme",jockeyme,"Giddyup.",0x4000,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,jockeyme_command,&__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.