_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 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.