L L4D2node

_GLOBAL__sub_I_SurvivorBotSeparationRange

0x003c3910 · 587 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_SurvivorBotSeparationRange(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 *)SurvivorBotSeparationRange,"sb_separation_range","200",0x4000,
                 "Desired distance between Survivors");
  __cxa_atexit(ConVar::~ConVar,SurvivorBotSeparationRange,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotSeparationDangerMinRange,"sb_separation_danger_min_range",
                 "200",0x4000,"A Survivor teammate this far away is straying from the group");
  __cxa_atexit(ConVar::~ConVar,SurvivorBotSeparationDangerMinRange,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotSeparationDangerMaxRange,"sb_separation_danger_max_range",
                 "600",0x4000,
                 "A Survivor teammate this far away needs to be gathered back into the group");
  __cxa_atexit(ConVar::~ConVar,SurvivorBotSeparationDangerMaxRange,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotAllowLeading,"sb_allow_leading","0",0,
                 "If nonzero, SurvivorBots can take the lead and won\'t always wait behind the lead human player"
                );
  __cxa_atexit(ConVar::~ConVar,SurvivorBotAllowLeading,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotPathLookAheadRange,"sb_path_lookahead_range","200",0x4000);
  __cxa_atexit(ConVar::~ConVar,SurvivorBotPathLookAheadRange,&__dso_handle);
  ConVar::ConVar((ConVar *)SurvivorBotDebugTeamMovement,"sb_debug_team_avoidance","0",0x4000);
  __cxa_atexit(ConVar::~ConVar,SurvivorBotDebugTeamMovement,&__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)