_GLOBAL__sub_I_director_debug_scavenge_items
0x003b9230 · 1175 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_director_debug_scavenge_items(void)
{
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 *)director_debug_scavenge_items,"director_debug_scavenge_items","0",0x4000)
;
__cxa_atexit(ConVar::~ConVar,director_debug_scavenge_items,&__dso_handle);
ConVar::ConVar((ConVar *)DirectorConvertPills,"director_convert_pills","1",0x4000);
__cxa_atexit(ConVar::~ConVar,DirectorConvertPills,&__dso_handle);
ConVar::ConVar((ConVar *)director_convert_pills_to_defib_health,
"director_convert_pills_to_defib_health","25",0x4000);
__cxa_atexit(ConVar::~ConVar,director_convert_pills_to_defib_health,&__dso_handle);
ConVar::ConVar((ConVar *)DirectorConvertPillsCriticalHealth,
"director_convert_pills_critical_health","50",0x4000);
__cxa_atexit(ConVar::~ConVar,DirectorConvertPillsCriticalHealth,&__dso_handle);
ConVar::ConVar((ConVar *)DirectorMustCreateAllScavengeItems,
"director_must_create_all_scavenge_items","0",0x4000);
__cxa_atexit(ConVar::~ConVar,DirectorMustCreateAllScavengeItems,&__dso_handle);
ConVar::ConVar((ConVar *)director_item_cluster_range,"director_item_cluster_range","50",0x4000,
"Scavenge items of the same kind that are this close to each other are considered a single \'cluster\' for population purposes"
);
__cxa_atexit(ConVar::~ConVar,director_item_cluster_range,&__dso_handle);
ConVar::ConVar((ConVar *)director_weapon_cluster_range,"director_weapon_cluster_range","100",
0x4000,
"Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types"
);
__cxa_atexit(ConVar::~ConVar,director_weapon_cluster_range,&__dso_handle);
ConVar::ConVar((ConVar *)director_finale_item_cluster_count,"director_finale_item_cluster_count",
"3",0x4000,"How many clusters of items will be populated in the finale");
__cxa_atexit(ConVar::~ConVar,director_finale_item_cluster_count,&__dso_handle);
ConVar::ConVar((ConVar *)director_item_placement_method,"director_item_placement_method","1",
0x4000,"Which scavenge item placement method to use (0 = old, 1 = new)");
__cxa_atexit(ConVar::~ConVar,director_item_placement_method,&__dso_handle);
ConVar::ConVar((ConVar *)director_item_placement_spew,"director_item_placement_spew","0",0x4000,
"Whether director item placement should spew a bunch of stats about what it did.");
__cxa_atexit(ConVar::~ConVar,director_item_placement_spew,&__dso_handle);
ConVar::ConVar((ConVar *)director_per_map_weapon_upgrade_chance,
"director_per_map_weapon_upgrade_chance","0.25",0x4000);
__cxa_atexit(ConVar::~ConVar,director_per_map_weapon_upgrade_chance,&__dso_handle);
ConVar::ConVar((ConVar *)director_debug_revisit,"director_debug_revisit","0",0x4000);
__cxa_atexit(ConVar::~ConVar,director_debug_revisit,&__dso_handle);
ConVar::ConVar((ConVar *)director_cs_weapon_spawn_chance,"director_cs_weapon_spawn_chance","0.25",
0x4000);
__cxa_atexit(ConVar::~ConVar,director_cs_weapon_spawn_chance,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)director_solve_item_density,"director_solve_item_density",
CMD_SolveItemDensity,
"Pass the number of items you\'d want in this map and this spits out the map density value"
,0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,director_solve_item_density,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)director_log_scavenge_items_command,"director_log_scavenge_items",
director_log_scavenge_items,
"Writes out a log of the scavenge items on this map (for debugging)",2,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,director_log_scavenge_items_command,&__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.