L L4D2node

_GLOBAL__sub_I_scavenge_round_restart_delay

0x003b97e0 · 1139 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_scavenge_round_restart_delay(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;
  InterfaceReg::InterfaceReg
            ((InterfaceReg *)__g_CreateCServerGameTagsIServerGameTags_reg,
             __CreateCServerGameTagsIServerGameTags_interface,"ServerGameTags001");
  ConVar::ConVar((ConVar *)scavenge_round_restart_delay,"scavenge_round_restart_delay","10",0x4002,
                 "After a round, restart the round after this many seconds.");
  __cxa_atexit(ConVar::~ConVar,scavenge_round_restart_delay,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_round_restart_delay_tied,"scavenge_round_restart_delay_tied",
                 "15",0x4002,"After a tie, restart the round after this many seconds.");
  __cxa_atexit(ConVar::~ConVar,scavenge_round_restart_delay_tied,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_match_finished_delay,"scavenge_match_finished_delay","5",0x4002,
                 "After a match ends, move on to post-round state after this many seconds.");
  __cxa_atexit(ConVar::~ConVar,scavenge_match_finished_delay,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_round_setup_time,"scavenge_round_setup_time","45",0x4002,
                 "Setup time before the round starts");
  __cxa_atexit(ConVar::~ConVar,scavenge_round_setup_time,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_round_initial_time,"scavenge_round_initial_time","90",0x4002,
                 "Initial time on the clock when a scavenge round starts");
  __cxa_atexit(ConVar::~ConVar,scavenge_round_initial_time,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_score_bonus_time,"scavenge_score_bonus_time","20",0x4002,
                 "Time added to the clock every time a team scores");
  __cxa_atexit(ConVar::~ConVar,scavenge_score_bonus_time,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_cluster_bonus_time,"scavenge_cluster_bonus_time","15",0x4002,
                 "Time added to the clock every time a cluster is cleared (in linear scavenge)");
  __cxa_atexit(ConVar::~ConVar,scavenge_cluster_bonus_time,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_overtime_grace_time,"scavenge_overtime_grace_time","1",0x4002,
                 "How long survivors can go without a scavenge item before overtime will end.");
  __cxa_atexit(ConVar::~ConVar,scavenge_overtime_grace_time,&__dso_handle);
  ConVar::ConVar((ConVar *)scavenge_cluster_range_squared,"scavenge_cluster_range_squared","100000",
                 0x4002,"Cans closer than this range will be combined into a single cluster.");
  __cxa_atexit(ConVar::~ConVar,scavenge_cluster_range_squared,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)scavenge_start_command,"scavenge_start",scavenge_start,
             "Force the scavenge round to start",0x4002,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,scavenge_start_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)scenario_end_command,"scenario_end",scenario_end,
             "Force the current scenario to end",0x4002,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,scenario_end_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)scavenge_increment_score_command,"scavenge_increment_score",
             scavenge_increment_score,"Increment the scavenge team score",0x4002,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,scavenge_increment_score_command,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)next_scavenge_cluster_command,"next_scavenge_cluster",
             next_scavenge_cluster,"spawn the next scavenge cluster",0x4002,
             (int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,next_scavenge_cluster_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)