L L4D2node

_GLOBAL__sub_I_SurvivorBotMaxBattlestationRangeFromHuman

0x003c34f0 · 371 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_SurvivorBotMaxBattlestationRangeFromHuman(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 *)SurvivorBotMaxBattlestationRangeFromHuman,
                 "sb_max_battlestation_range_from_human","750",0x4000);
  __cxa_atexit(ConVar::~ConVar,SurvivorBotMaxBattlestationRangeFromHuman,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotBattlestationGiveUpRangeFromHuman,
                 "sb_battlestation_give_up_range_from_human","1500",0x4000);
  __cxa_atexit(ConVar::~ConVar,SurvivorBotBattlestationGiveUpRangeFromHuman,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotBattlestationHumanHoldTime,"sb_battlestation_human_hold_time",
                 "4",0x4000,
                 "How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations"
                );
  __cxa_atexit(ConVar::~ConVar,SurvivorBotBattlestationHumanHoldTime,&__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)