_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 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.