L L4D2node

_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 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)