_GLOBAL__sub_I_maxCloseAttempts
0x003aeb00 · 3078 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_maxCloseAttempts(void)
{
undefined4 *puVar1;
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 *)maxCloseAttempts,"sv_prop_door_max_close_attempts","8",0x4000,
"Number of times blocked doors will try to close before becoming non-solid and forcing a close."
);
__cxa_atexit(ConVar::~ConVar,maxCloseAttempts,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDoorRetryInterval,"z_door_retry_interval","1",0x4000,
"Interval at which blocked doors will try to reopen");
__cxa_atexit(ConVar::~ConVar,ZombieDoorRetryInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDoorReopenInterval,"z_door_reopen_interval","0.5",0x4000,
"Closed doors can be re-opened after this amount of time");
__cxa_atexit(ConVar::~ConVar,ZombieDoorReopenInterval,&__dso_handle);
ConVar::ConVar((ConVar *)DisableDynamicPropLoading,"disable_dynamic_prop_loading","0",0x4000,
"If non-zero when a map loads, dynamic props won\'t be loaded");
__cxa_atexit(ConVar::~ConVar,DisableDynamicPropLoading,&__dso_handle);
ConVar::ConVar((ConVar *)g_debug_doors,"g_debug_doors","0",0);
__cxa_atexit(ConVar::~ConVar,g_debug_doors,&__dso_handle);
ConVar::ConVar((ConVar *)breakable_disable_gib_limit,"breakable_disable_gib_limit","0",0);
__cxa_atexit(ConVar::~ConVar,breakable_disable_gib_limit,&__dso_handle);
ConVar::ConVar((ConVar *)breakable_multiplayer,"breakable_multiplayer","1",0);
__cxa_atexit(ConVar::~ConVar,breakable_multiplayer,&__dso_handle);
ConVar::ConVar((ConVar *)prop_active_gib_limit,"prop_active_gib_limit","999999",0);
__cxa_atexit(ConVar::~ConVar,prop_active_gib_limit,&__dso_handle);
ConVar::ConVar((ConVar *)prop_active_gib_max_fade_time,"prop_active_gib_max_fade_time","999999",0)
;
__cxa_atexit(ConVar::~ConVar,prop_active_gib_max_fade_time,&__dso_handle);
ConVar::ConVar((ConVar *)func_breakdmg_bullet,"func_breakdmg_bullet","0.5",0);
__cxa_atexit(ConVar::~ConVar,func_breakdmg_bullet,&__dso_handle);
ConVar::ConVar((ConVar *)func_breakdmg_club,"func_breakdmg_club","1.5",0);
__cxa_atexit(ConVar::~ConVar,func_breakdmg_club,&__dso_handle);
ConVar::ConVar((ConVar *)func_breakdmg_explosive,"func_breakdmg_explosive","1.25",0);
__cxa_atexit(ConVar::~ConVar,func_breakdmg_explosive,&__dso_handle);
ConVar::ConVar((ConVar *)sv_turbophysics,"sv_turbophysics","1",0x2000,"Turns on turbo physics");
__cxa_atexit(ConVar::~ConVar,sv_turbophysics,&__dso_handle);
point_enable_motion_fixup = &PTR_Create_00cc32d8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&point_enable_motion_fixup,"point_enable_motion_fixup");
ConCommand::ConCommand
((ConCommand *)prop_debug,"prop_debug",CC_Prop_Debug,
"Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1."
,0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,prop_debug,&__dso_handle);
ServerClass::ServerClass
((ServerClass *)g_CBreakableProp_ClassReg,"CBreakableProp",
(SendTable *)DT_BreakableProp::g_SendTable);
SendTable::SendTable((SendTable *)DT_BreakableProp::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_BreakableProp::g_SendTable,&__dso_handle);
DT_BreakableProp::g_SendTableInit = ServerClassInit<DT_BreakableProp::ignored>((ignored *)0x0);
CBreakableProp_DataDescInit::g_DataMapHolder = DataMapInit<CBreakableProp>((CBreakableProp *)0x0);
CEntityFactory<CDynamicProp>::CEntityFactory
((CEntityFactory<CDynamicProp> *)&dynamic_prop,"dynamic_prop");
CEntityFactory<CDynamicProp>::CEntityFactory
((CEntityFactory<CDynamicProp> *)&prop_dynamic,"prop_dynamic");
CEntityFactory<CDynamicProp>::CEntityFactory
((CEntityFactory<CDynamicProp> *)&prop_dynamic_override,"prop_dynamic_override");
CDynamicProp_DataDescInit::g_DataMapHolder = DataMapInit<CDynamicProp>((CDynamicProp *)0x0);
ServerClass::ServerClass
((ServerClass *)g_CDynamicProp_ClassReg,"CDynamicProp",
(SendTable *)DT_DynamicProp::g_SendTable);
SendTable::SendTable((SendTable *)DT_DynamicProp::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_DynamicProp::g_SendTable,&__dso_handle);
DT_DynamicProp::g_SendTableInit = ServerClassInit<DT_DynamicProp::ignored>((ignored *)0x0);
prop_dynamic_ornament = &PTR_Create_00cc3df0;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_dynamic_ornament,"prop_dynamic_ornament");
COrnamentProp_DataDescInit::g_DataMapHolder = DataMapInit<COrnamentProp>((COrnamentProp *)0x0);
CEntityFactory<CPhysicsProp>::CEntityFactory
((CEntityFactory<CPhysicsProp> *)&physics_prop,"physics_prop");
CEntityFactory<CPhysicsProp>::CEntityFactory
((CEntityFactory<CPhysicsProp> *)&prop_physics,"prop_physics");
CEntityFactory<CPhysicsProp>::CEntityFactory
((CEntityFactory<CPhysicsProp> *)&prop_physics_override,"prop_physics_override");
CPhysicsProp_DataDescInit::g_DataMapHolder = DataMapInit<CPhysicsProp>((CPhysicsProp *)0x0);
ServerClass::ServerClass
((ServerClass *)g_CPhysicsProp_ClassReg,"CPhysicsProp",
(SendTable *)DT_PhysicsProp::g_SendTable);
SendTable::SendTable((SendTable *)DT_PhysicsProp::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_PhysicsProp::g_SendTable,&__dso_handle);
DT_PhysicsProp::g_SendTableInit = ServerClassInit<DT_PhysicsProp::ignored>((ignored *)0x0);
CAutoGameSystem::CAutoGameSystem
((CAutoGameSystem *)g_BreakModelsPrecached,"CBreakModelsPrecached");
g_BreakModelsPrecached._28_2_ = 0xffff;
g_BreakModelsPrecached._32_2_ = 0xffff;
g_BreakModelsPrecached._30_2_ = 0;
g_BreakModelsPrecached._0_4_ = &PTR_Name_00cc4908;
g_BreakModelsPrecached._16_4_ = 0;
g_BreakModelsPrecached._20_4_ = 0;
g_BreakModelsPrecached._24_4_ = 0;
g_BreakModelsPrecached._34_2_ = 0xffff;
g_BreakModelsPrecached._36_4_ = 0;
g_BreakModelsPrecached._12_4_ = CBreakModelsPrecached::BreakLessFunc;
__cxa_atexit(CBreakModelsPrecached::~CBreakModelsPrecached,g_BreakModelsPrecached,&__dso_handle);
locksound_t_DataDescInit::g_DataMapHolder = DataMapInit<locksound_t>((locksound_t *)0x0);
CBasePropDoor_DataDescInit::g_DataMapHolder = DataMapInit<CBasePropDoor>((CBasePropDoor *)0x0);
ServerClass::ServerClass
((ServerClass *)g_CBasePropDoor_ClassReg,"CBasePropDoor",
(SendTable *)DT_BasePropDoor::g_SendTable);
SendTable::SendTable((SendTable *)DT_BasePropDoor::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_BasePropDoor::g_SendTable,&__dso_handle);
DT_BasePropDoor::g_SendTableInit = ServerClassInit<DT_BasePropDoor::ignored>((ignored *)0x0);
CPropDoorRotating_DataDescInit::g_DataMapHolder =
DataMapInit<CPropDoorRotating>((CPropDoorRotating *)0x0);
CPropDoorRotatingBreakable_DataDescInit::g_DataMapHolder =
DataMapInit<CPropDoorRotatingBreakable>((CPropDoorRotatingBreakable *)0x0);
prop_door_rotating = &PTR_Create_00cc5af8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_door_rotating,"prop_door_rotating");
prop_wall_breakable = &PTR_Create_00cc5b20;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_wall_breakable,"prop_wall_breakable");
CPropDoorRotatingCheckpoint_DataDescInit::g_DataMapHolder =
DataMapInit<CPropDoorRotatingCheckpoint>((CPropDoorRotatingCheckpoint *)0x0);
ServerClass::ServerClass
((ServerClass *)g_CPropDoorRotatingCheckpoint_ClassReg,"CPropDoorRotatingCheckpoint",
(SendTable *)DT_PropDoorRotatingCheckpoint::g_SendTable);
SendTable::SendTable((SendTable *)DT_PropDoorRotatingCheckpoint::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_PropDoorRotatingCheckpoint::g_SendTable,&__dso_handle);
DT_PropDoorRotatingCheckpoint::g_SendTableInit =
ServerClassInit<DT_PropDoorRotatingCheckpoint::ignored>((ignored *)0x0);
prop_door_rotating_checkpoint = &PTR_Create_00cc66f8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_door_rotating_checkpoint,"prop_door_rotating_checkpoint");
prop_sphere = &PTR_Create_00cc6ca8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_sphere,"prop_sphere");
func_physbox_multiplayer = &PTR_Create_00cc6cc0;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&func_physbox_multiplayer,"func_physbox_multiplayer");
CPhysBoxMultiplayer_DataDescInit::g_DataMapHolder =
DataMapInit<CPhysBoxMultiplayer>((CPhysBoxMultiplayer *)0x0);
ServerClass::ServerClass
((ServerClass *)g_CPhysBoxMultiplayer_ClassReg,"CPhysBoxMultiplayer",
(SendTable *)DT_PhysBoxMultiplayer::g_SendTable);
SendTable::SendTable((SendTable *)DT_PhysBoxMultiplayer::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_PhysBoxMultiplayer::g_SendTable,&__dso_handle);
DT_PhysBoxMultiplayer::g_SendTableInit =
ServerClassInit<DT_PhysBoxMultiplayer::ignored>((ignored *)0x0);
CEntityFactory<CPhysicsProp>::CEntityFactory
((CEntityFactory<CPhysicsProp> *)&prop_physics_multiplayer,"prop_physics_multiplayer");
prop_physics_respawnable = &PTR_Create_00cc71b8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_physics_respawnable,"prop_physics_respawnable");
CPhysicsPropRespawnable_DataDescInit::g_DataMapHolder =
DataMapInit<CPhysicsPropRespawnable>((CPhysicsPropRespawnable *)0x0);
ConVar::ConVar((ConVar *)car_alarm_distance,"car_alarm_distance","750",0);
__cxa_atexit(ConVar::~ConVar,car_alarm_distance,&__dso_handle);
ConVar::ConVar((ConVar *)car_alarm_duration,"car_alarm_duration","15",0);
__cxa_atexit(ConVar::~ConVar,car_alarm_duration,&__dso_handle);
ConVar::ConVar((ConVar *)car_alarm_chirp_distance,"car_alarm_chirp_distance","350",0);
__cxa_atexit(ConVar::~ConVar,car_alarm_chirp_distance,&__dso_handle);
ConVar::ConVar((ConVar *)car_alarm_chirp_interval,"car_alarm_chirp_interval","3",0);
__cxa_atexit(ConVar::~ConVar,car_alarm_chirp_interval,&__dso_handle);
ConVar::ConVar((ConVar *)car_alarm_chirp_duration,"car_alarm_chirp_duration","1",0);
__cxa_atexit(ConVar::~ConVar,car_alarm_chirp_duration,&__dso_handle);
prop_car_alarm = &PTR_Create_00cc7768;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_car_alarm,"prop_car_alarm");
CCarProp_DataDescInit::g_DataMapHolder = DataMapInit<CCarProp>((CCarProp *)0x0);
prop_car_glass = &PTR_Create_00cc8290;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&prop_car_glass,"prop_car_glass");
ConCommand::ConCommand
((ConCommand *)prop_dynamic_create,"prop_dynamic_create",CC_Prop_Dynamic_Create,
"Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}"
,0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,prop_dynamic_create,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)prop_physics_create,"prop_physics_create",CC_Prop_Physics_Create,
"Creates a physics prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}"
,0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,prop_physics_create,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)ent_rotate,"ent_rotate",CC_Ent_Rotate,
"Rotates an entity by a specified # of degrees",0x4000,(int_____char_const__char *)0x0)
;
__cxa_atexit(ConCommand::~ConCommand,ent_rotate,&__dso_handle);
func_proprrespawnzone = &PTR_Create_00cc82a8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&func_proprrespawnzone,"func_proprrespawnzone");
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.