L L4D2node

_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 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)