_GLOBAL__sub_I_NextBotSpeedLookAheadRange
0x003aa340 · 591 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_NextBotSpeedLookAheadRange(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 *)NextBotSpeedLookAheadRange,"nb_speed_look_ahead_range","150",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotSpeedLookAheadRange,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotGoalLookAheadRange,"nb_goal_look_ahead_range","50",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotGoalLookAheadRange,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotLadderAlignRange,"nb_ladder_align_range","50",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotLadderAlignRange,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotAllowAvoiding,"nb_allow_avoiding","1",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotAllowAvoiding,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotAllowClimbing,"nb_allow_climbing","1",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotAllowClimbing,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotAllowGapJumping,"nb_allow_gap_jumping","1",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotAllowGapJumping,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotDebugClimbing,"nb_debug_climbing","0",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotDebugClimbing,&__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.