L L4D2node

_GLOBAL__sub_I_phys_shoot_torque

0x003af710 · 566 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_phys_shoot_torque(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 *)phys_shoot_torque,"phys_shoot_torque","100000000",0);
  __cxa_atexit(ConVar::~ConVar,phys_shoot_torque,&__dso_handle);
  ConVar::ConVar((ConVar *)g_cv_phys2_shoot_speed,"phys2_shoot_speed","250",0);
  __cxa_atexit(ConVar::~ConVar,g_cv_phys2_shoot_speed,&__dso_handle);
  CPhysics2Prop_DataDescInit::g_DataMapHolder = DataMapInit<CPhysics2Prop>((CPhysics2Prop *)0x0);
  prop_physics2 = &PTR_Create_00cc88a0;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,&prop_physics2,"prop_physics2");
  ConCommand::ConCommand
            ((ConCommand *)phys2_shoot_command,"phys2_shoot",phys2_shoot,"Shoots a phys2 object.",
             0x4000,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,phys2_shoot_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)phys_shoot_command,"phys_shoot",phys_shoot,"Shoots a phys object.",0x4000
             ,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,phys_shoot_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)collect_entity_model_name,"collect_entity_model_name",
             CollectEntityModelName,"Collect model names of the entities you\'re pointing at",0x4000
             ,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,collect_entity_model_name,&__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)