L L4D2node

_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 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)