L L4D2node

_GLOBAL__sub_I_ZombieAttackMovementPenalty

0x0038a660 · 891 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_ZombieAttackMovementPenalty(void)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  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;
  ConVar::ConVar((ConVar *)ZombieAttackMovementPenalty,"z_attack_movement_penalty","0.5",0);
  __cxa_atexit(ConVar::~ConVar,ZombieAttackMovementPenalty,&__dso_handle);
  ConVar::ConVar((ConVar *)ClawSwingInterval,"claw_swing_interval","1",0x6000);
  __cxa_atexit(ConVar::~ConVar,ClawSwingInterval,&__dso_handle);
  ConVar::ConVar((ConVar *)ClawSwingMissInterval,"claw_swing_miss_interval","0.5",0x6000);
  __cxa_atexit(ConVar::~ConVar,ClawSwingMissInterval,&__dso_handle);
  ConVar::ConVar((ConVar *)ClawSwingDuration,"claw_swing_duration","0.2",0x6000);
  __cxa_atexit(ConVar::~ConVar,ClawSwingDuration,&__dso_handle);
  ConVar::ConVar((ConVar *)ClawRange,"claw_range","52",0x6000,"Range of the Claw weapon");
  __cxa_atexit(ConVar::~ConVar,ClawRange,&__dso_handle);
  ConVar::ConVar((ConVar *)ClawRangeDown,"claw_range_down","70",0x6000,
                 "Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes."
                );
  __cxa_atexit(ConVar::~ConVar,ClawRangeDown,&__dso_handle);
  ConVar::ConVar((ConVar *)ClawForce,"claw_force","240",0x6000,
                 "Force with witch the claw shoves other zombies away");
  __cxa_atexit(ConVar::~ConVar,ClawForce,&__dso_handle);
  puVar4 = (undefined4 *)g_pServerClassHead;
  g_CClaw_ClassReg._0_4_ = s_CClaw_00c36903;
  g_CClaw_ClassReg._4_4_ = DT_WeaponClaw::g_SendTable;
  g_CClaw_ClassReg._16_4_ = 0xffff;
  if ((undefined4 *)g_pServerClassHead == (undefined4 *)0x0) {
    g_pServerClassHead = g_CClaw_ClassReg;
    g_CClaw_ClassReg._8_4_ = 0;
  }
  else {
    puVar3 = *(undefined4 **)((int)g_pServerClassHead + 8);
    iVar1 = _V_stricmp(*(char **)g_pServerClassHead,"CClaw");
    puVar2 = (undefined4 *)g_pServerClassHead;
    if (iVar1 < 1) {
      if (puVar3 != (undefined4 *)0x0) {
        do {
          puVar2 = puVar3;
          iVar1 = _V_stricmp((char *)*puVar2,"CClaw");
          puVar3 = puVar2;
          if (0 < iVar1) goto LAB_0038a9b6;
          puVar3 = (undefined4 *)puVar2[2];
          puVar4 = puVar2;
        } while ((undefined4 *)puVar2[2] != (undefined4 *)0x0);
        puVar3 = (undefined4 *)0x0;
      }
LAB_0038a9b6:
      g_CClaw_ClassReg._8_4_ = puVar3;
      puVar4[2] = g_CClaw_ClassReg;
    }
    else {
      g_pServerClassHead = g_CClaw_ClassReg;
      g_CClaw_ClassReg._8_4_ = puVar2;
    }
  }
  SendTable::SendTable((SendTable *)DT_WeaponClaw::g_SendTable);
  __cxa_atexit(SendTable::~SendTable,DT_WeaponClaw::g_SendTable,&__dso_handle);
  DT_WeaponClaw::g_SendTableInit = ServerClassInit<DT_WeaponClaw::ignored>((ignored *)0x0);
  CClaw_DataDescInit::g_DataMapHolder = DataMapInit<CClaw>((CClaw *)0x0);
  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)