L L4D2node

_GLOBAL__sub_I_SurvivorLean

0x00386de0 · 759 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_SurvivorLean(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 *)SurvivorLean,"survivor_lean","0",0x2000);
  __cxa_atexit(ConVar::~ConVar,SurvivorLean,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorLedgeGrabHealth,"survivor_ledge_grab_health","300",0x2000);
  __cxa_atexit(ConVar::~ConVar,SurvivorLedgeGrabHealth,&__dso_handle);
  ConVar::ConVar((ConVar *)MinigunFireAnimSpeed,"z_minigun_fire_anim_speed","1",0x2000,
                 "cycle rate for main sequence when firing miniguns");
  __cxa_atexit(ConVar::~ConVar,MinigunFireAnimSpeed,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieAnimIdleSpeedMin,"z_anim_idle_speed_min","20",0x2000,
                 "Players moving slower than this use an ACT_IDLE variant");
  __cxa_atexit(ConVar::~ConVar,ZombieAnimIdleSpeedMin,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieAnimIdleSpeedMax,"z_anim_idle_speed_max","85",0x2000,
                 "Players moving slower than this and not pressing any movement buttons use an ACT_IDLE variant"
                );
  __cxa_atexit(ConVar::~ConVar,ZombieAnimIdleSpeedMax,&__dso_handle);
  ConVar::ConVar((ConVar *)fidget_min_interval,"fidget_min_interval","10",0);
  __cxa_atexit(ConVar::~ConVar,fidget_min_interval,&__dso_handle);
  ConVar::ConVar((ConVar *)fidget_max_interval,"fidget_max_interval","20",0);
  __cxa_atexit(ConVar::~ConVar,fidget_max_interval,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_feetmaxyawrate,"mp_feetmaxyawrate","100.0",0x6000);
  __cxa_atexit(ConVar::~ConVar,mp_feetmaxyawrate,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)sv_anim_dumpstate_command,"sv_anim_dumpstate",sv_anim_dumpstate,
             "Dump the animation state for all the player classes.",0x4006,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,sv_anim_dumpstate_command,&__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)