_GLOBAL__sub_I_sv_unlag
0x003ad970 · 1030 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_sv_unlag(void)
{
vec2_origin._0_4_ = 0;
vec2_invalid._0_4_ = 0x7f7fffff;
vec2_invalid._4_4_ = 0x7f7fffff;
vec4_invalid._0_4_ = 0x7f7fffff;
vec4_invalid._4_4_ = 0x7f7fffff;
vec4_invalid._8_4_ = 0x7f7fffff;
vec4_invalid._12_4_ = 0x7f7fffff;
vec2_origin._4_4_ = 0;
vec4_origin._0_4_ = 0;
vec4_origin._4_4_ = 0;
vec4_origin._8_4_ = 0;
vec4_origin._12_4_ = 0;
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_unlag,"sv_unlag","1",2,"Enables player lag compensation");
__cxa_atexit(ConVar::~ConVar,sv_unlag,&__dso_handle);
ConVar::ConVar((ConVar *)sv_maxunlag,"sv_maxunlag","1.0",2,"Maximum lag compensation in seconds",
true,0.0,true,1.0);
__cxa_atexit(ConVar::~ConVar,sv_maxunlag,&__dso_handle);
ConVar::ConVar((ConVar *)sv_lagflushbonecache,"sv_lagflushbonecache","1",2,
"Flushes entity bone cache on lag compensation");
__cxa_atexit(ConVar::~ConVar,sv_lagflushbonecache,&__dso_handle);
ConVar::ConVar((ConVar *)sv_showlagcompensation,"sv_showlagcompensation","0",0x4000,
"Show lag compensated hitboxes whenever a player is lag compensated.");
__cxa_atexit(ConVar::~ConVar,sv_showlagcompensation,&__dso_handle);
ConVar::ConVar((ConVar *)sv_lagcompensationforcerestore,"sv_lagcompensationforcerestore","1",
0x4000,"Don\'t test validity of a lag comp restore, just do it.");
__cxa_atexit(ConVar::~ConVar,sv_lagcompensationforcerestore,&__dso_handle);
ConVar::ConVar((ConVar *)sv_unlag_fixstuck,"sv_unlag_fixstuck","0",2,
"Disallow backtracking a player for lag compensation if it will cause them to become stuck"
);
__cxa_atexit(ConVar::~ConVar,sv_unlag_fixstuck,&__dso_handle);
ConVar::ConVar((ConVar *)sv_lagpushticks,"sv_lagpushticks","0",2,
"Push computed lag compensation amount by this many ticks.");
__cxa_atexit(ConVar::~ConVar,sv_lagpushticks,&__dso_handle);
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame
((CAutoGameSystemPerFrame *)g_LagCompensationManager,"CLagCompensationManager");
g_LagCompensationManager._32_2_ = 0xffff;
g_LagCompensationManager._38_2_ = 0xffff;
g_LagCompensationManager._104_2_ = 0xffff;
g_LagCompensationManager._106_2_ = 0;
g_LagCompensationManager._108_2_ = 0xffff;
g_LagCompensationManager._34_2_ = 0;
g_LagCompensationManager._36_2_ = 0xffff;
g_LagCompensationManager._80_4_ = 0;
g_LagCompensationManager._0_4_ = &PTR_Name_00cbcb68;
g_LagCompensationManager._12_4_ = &PTR_StartLagCompensation_00cbcbc4;
g_LagCompensationManager._16_4_ = CDefOps<CHandle<CBaseEntity>>::LessFunc;
g_LagCompensationManager._20_4_ = 0;
g_LagCompensationManager._24_4_ = 0;
g_LagCompensationManager._28_4_ = 0;
g_LagCompensationManager._40_4_ = 0;
g_LagCompensationManager._88_4_ = CDefOps<CHandle<CBaseEntity>>::LessFunc;
g_LagCompensationManager._92_4_ = 0;
g_LagCompensationManager._96_4_ = 0;
g_LagCompensationManager._100_4_ = 0;
g_LagCompensationManager._110_2_ = 0xffff;
g_LagCompensationManager._112_4_ = 0;
g_LagCompensationManager[0x2c] = 0;
g_LagCompensationManager[0x54] = 0;
__cxa_atexit(CLagCompensationManager::~CLagCompensationManager,g_LagCompensationManager,
&__dso_handle);
ConVar::ConVar((ConVar *)sv_unlag_debug,"sv_unlag_debug","0",6);
__cxa_atexit(ConVar::~ConVar,sv_unlag_debug,&__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.