_GLOBAL__sub_I_z_female_boomer_spawn_chance
0x003c5bc0 · 17754 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
void _GLOBAL__sub_I_z_female_boomer_spawn_chance(void)
{
undefined4 *puVar1;
undefined4 *puVar2;
UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
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;
InterfaceReg::InterfaceReg
((InterfaceReg *)__g_CreateCServerGameTagsIServerGameTags_reg,
__CreateCServerGameTagsIServerGameTags_interface,"ServerGameTags001");
ConVar::ConVar((ConVar *)z_female_boomer_spawn_chance,"z_female_boomer_spawn_chance","25",0x4004);
__cxa_atexit(ConVar::~ConVar,z_female_boomer_spawn_chance,&__dso_handle);
ConVar::ConVar((ConVar *)z_holiday_gift_drop_chance,"z_holiday_gift_drop_chance","0.3",0x4004,"",
true,0.0,true,1.0);
__cxa_atexit(ConVar::~ConVar,z_holiday_gift_drop_chance,&__dso_handle);
CountdownTimer::CountdownTimer((CountdownTimer *)s_GiftDropTimer);
player = &PTR_Create_00d1a6a8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&player,"player");
playerPrecache::s_ResourcePrecacher._12_4_ = DAT_0105b164;
playerPrecache::s_ResourcePrecacher._4_4_ = 1;
playerPrecache::s_ResourcePrecacher._8_4_ = (int)"Revive an incapped player" + 0x13;
DAT_0105b164 = playerPrecache::s_ResourcePrecacher;
playerPrecache::s_ResourcePrecacher._0_4_ = &PTR_Cache_00d1a6c0;
SendTable::SendTable((SendTable *)DT_TerrorLocalPlayerExclusive::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_TerrorLocalPlayerExclusive::g_SendTable,&__dso_handle);
DT_TerrorLocalPlayerExclusive::g_SendTableInit =
ServerClassInit<DT_TerrorLocalPlayerExclusive::ignored>((ignored *)0x0);
ServerClass::ServerClass
((ServerClass *)g_CTerrorPlayer_ClassReg,"CTerrorPlayer",
(SendTable *)DT_TerrorPlayer::g_SendTable);
SendTable::SendTable((SendTable *)DT_TerrorPlayer::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_TerrorPlayer::g_SendTable,&__dso_handle);
DT_TerrorPlayer::g_SendTableInit = ServerClassInit<DT_TerrorPlayer::ignored>((ignored *)0x0);
CTerrorPlayer_DataDescInit::g_DataMapHolder = DataMapInit<CTerrorPlayer>((CTerrorPlayer *)0x0);
g_CTerrorPlayer_ScriptDesc._0_4_ = 0;
g_CTerrorPlayer_ScriptDesc._4_4_ = 0;
g_CTerrorPlayer_ScriptDesc._8_4_ = 0;
g_CTerrorPlayer_ScriptDesc._12_4_ = 0;
g_CTerrorPlayer_ScriptDesc._16_4_ = 0;
g_CTerrorPlayer_ScriptDesc._20_4_ = 0;
g_CTerrorPlayer_ScriptDesc._24_4_ = 0;
g_CTerrorPlayer_ScriptDesc._28_4_ = 0;
g_CTerrorPlayer_ScriptDesc._32_4_ = 0;
g_CTerrorPlayer_ScriptDesc._36_4_ = 0;
g_CTerrorPlayer_ScriptDesc._40_4_ = 0;
g_CTerrorPlayer_ScriptDesc._44_4_ = 0;
__cxa_atexit(ScriptClassDesc_t::~ScriptClassDesc_t,g_CTerrorPlayer_ScriptDesc,&__dso_handle);
ConVar::ConVar((ConVar *)motd_enabled,"motd_enabled","1",0x80000,
"Toggles whether or not to show the MOTD to clients when they connect.");
__cxa_atexit(ConVar::~ConVar,motd_enabled,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDeathAnims,"survivor_death_anims","0",0);
__cxa_atexit(ConVar::~ConVar,SurvivorDeathAnims,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_respawn_with_guns,"survivor_respawn_with_guns","1",0,
"0: Just a pistol, 1: Downgrade of last primary weapon, 2: Last primary weapon.");
__cxa_atexit(ConVar::~ConVar,survivor_respawn_with_guns,&__dso_handle);
ConVar::ConVar((ConVar *)BurnRate,"z_burn_rate","0.01",0,
"How fast the burn effect grows on burning players");
__cxa_atexit(ConVar::~ConVar,BurnRate,&__dso_handle);
ConVar::ConVar((ConVar *)BurnMax,"z_burn_max","0.85",0,"Max amount for the burn effect");
__cxa_atexit(ConVar::~ConVar,BurnMax,&__dso_handle);
ConVar::ConVar((ConVar *)BBQRate,"z_bbq_rate","0.005",0,
"How fast the bbq effect grows on burning players");
__cxa_atexit(ConVar::~ConVar,BBQRate,&__dso_handle);
ConVar::ConVar((ConVar *)BBQMin,"z_bbq_min","0.0",0,"Min amount for the bbq effect");
__cxa_atexit(ConVar::~ConVar,BBQMin,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieInfectedFlashlight,"z_infected_flashlight","1",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieInfectedFlashlight,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePush,"survivor_push","0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePush,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHunterLungeStaggerTime,"z_hunter_lunge_stagger_time","1",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieHunterLungeStaggerTime,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceStumbleRadius,"z_pounce_stumble_radius","0",0,
"Radius of the stumble effect when a hunter pounces on someone");
__cxa_atexit(ConVar::~ConVar,ZombiePounceStumbleRadius,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceStumbleForce,"z_pounce_stumble_force","5",0x4000,
"Force of the stumble effect when a hunter pounces on someone");
__cxa_atexit(ConVar::~ConVar,ZombiePounceStumbleForce,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceShakeAmplitude,"z_pounce_shake_amplitude","4",0);
__cxa_atexit(ConVar::~ConVar,ZombiePounceShakeAmplitude,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceShakeDuration,"z_pounce_shake_duration","1.5",0);
__cxa_atexit(ConVar::~ConVar,ZombiePounceShakeDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceShakeRadius,"z_pounce_shake_radius","250",0);
__cxa_atexit(ConVar::~ConVar,ZombiePounceShakeRadius,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieVomitHitPitchMin,"z_vomit_hit_pitch_min","-15",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieVomitHitPitchMin,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieVomitHitPitchMax,"z_vomit_hit_pitch_max","15",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieVomitHitPitchMax,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieVomitHitYawMin,"z_vomit_hit_yaw_min","-10",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieVomitHitYawMin,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieVomitHitYawMax,"z_vomit_hit_yaw_max","10",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieVomitHitYawMax,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDebugFog,"z_debug_fog","0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieDebugFog,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDiscardMinRange,"z_discard_min_range","1000",0x4000,
"Don\'t relocate PZs closer than this regardless of flow distance");
__cxa_atexit(ConVar::~ConVar,ZombieDiscardMinRange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieFrustration,"z_frustration","1",0x6000);
__cxa_atexit(ConVar::~ConVar,ZombieFrustration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieFrustrationSpawnDelay,"z_frustration_spawn_delay","10",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieFrustrationSpawnDelay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieFrustrationLOSDelay,"z_frustration_los_delay","2",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieFrustrationLOSDelay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieFrustrationLifetime,"z_frustration_lifetime","20",0x4000,
"Frustration will accumulate for this many seconds before forcing an AI tank takeover"
);
__cxa_atexit(ConVar::~ConVar,ZombieFrustrationLifetime,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieRespawnInterval,"z_respawn_interval","10",0x4000,
"Infected can try a respawn within this many seconds of spawning");
__cxa_atexit(ConVar::~ConVar,ZombieRespawnInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieRespawnDistance,"z_respawn_distance","100",0x4000,
"Infected can try a respawn within this far of their original spawn");
__cxa_atexit(ConVar::~ConVar,ZombieRespawnDistance,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDamageScreenFadeAlpha,"z_damage_screen_fade_alpha","30",0);
__cxa_atexit(ConVar::~ConVar,ZombieDamageScreenFadeAlpha,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDamageScreenFadeDuration,"z_damage_screen_fade_duration","0.5",0);
__cxa_atexit(ConVar::~ConVar,ZombieDamageScreenFadeDuration,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorModelSelection,"survivor_model_selection","-1",0);
__cxa_atexit(ConVar::~ConVar,SurvivorModelSelection,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorNoPounceOrTongue,"survivor_no_pounce_or_hang","0",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorNoPounceOrTongue,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorKnockdownRoll,"survivor_knockdown_roll","-20",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorKnockdownRoll,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDamageSpeedFactor,"survivor_damage_speed_factor","0.25f",0x4000,
"How much a Survivor is slowed when hit by an Infected");
__cxa_atexit(ConVar::~ConVar,SurvivorDamageSpeedFactor,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorLedgeScalesHealth,"survivor_ledge_scales_health","1",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorLedgeScalesHealth,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieRestrictTeamChange,"z_restrict_team_change","0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieRestrictTeamChange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieShowLastArea,"z_show_last_area","0",0x4000,
"Draws a line from each player to the center of their last known nav area");
__cxa_atexit(ConVar::~ConVar,ZombieShowLastArea,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieLastManRunInterval,"z_last_man_run_interval","3",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieLastManRunInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieRunExertionInterval,"z_run_exertion_interval","1",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieRunExertionInterval,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDebugInCombat,"survivor_debug_in_combat","0",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorDebugInCombat,&__dso_handle);
ConVar::ConVar((ConVar *)BoomerShoveMin,"z_exploding_shove_min","4",0x4000);
__cxa_atexit(ConVar::~ConVar,BoomerShoveMin,&__dso_handle);
ConVar::ConVar((ConVar *)BoomerShoveMax,"z_exploding_shove_max","5",0x4000);
__cxa_atexit(ConVar::~ConVar,BoomerShoveMax,&__dso_handle);
ConVar::ConVar((ConVar *)BoomerShoveInterval,"z_exploding_shove_interval","10",0x4000);
__cxa_atexit(ConVar::~ConVar,BoomerShoveInterval,&__dso_handle);
ConVar::ConVar((ConVar *)BoomerNearDist,"z_boomer_near_dist","180",0x4000);
__cxa_atexit(ConVar::~ConVar,BoomerNearDist,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieLungePush,"z_zombie_lunge_push","0",0x4000,
"Does the zombie lunge push players?");
__cxa_atexit(ConVar::~ConVar,ZombieLungePush,&__dso_handle);
ConVar::ConVar((ConVar *)TeammateInFocusEnabled,"survivor_teammatefocus_enabled","0",0x2000,
"Enable or disable focusing on teammates via the use key");
__cxa_atexit(ConVar::~ConVar,TeammateInFocusEnabled,&__dso_handle);
ConVar::ConVar((ConVar *)TeammateInFocusSpeed,"survivor_teammatefocus_speed","10.0",0x2000,
"Scalar speed for locking on a teammate in focus",true,0.0,true,30.0);
__cxa_atexit(ConVar::~ConVar,TeammateInFocusSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)TeammateInFocusStickyness,"survivor_teammatefocus_stickyness","5",0x2000,
"Amount the look controller must move before unlocking a teammate in focus");
__cxa_atexit(ConVar::~ConVar,TeammateInFocusStickyness,&__dso_handle);
ConVar::ConVar((ConVar *)IntensityEnemyDeathFarRange,"intensity_enemy_death_far_range","500",
0x4000);
__cxa_atexit(ConVar::~ConVar,IntensityEnemyDeathFarRange,&__dso_handle);
ConVar::ConVar((ConVar *)IntensityEnemyDeathNearRange,"intensity_enemy_death_near_range","150",
0x4000);
__cxa_atexit(ConVar::~ConVar,IntensityEnemyDeathNearRange,&__dso_handle);
ConVar::ConVar((ConVar *)ClearAreaRange,"z_clear_area_range","300",0x4000);
__cxa_atexit(ConVar::~ConVar,ClearAreaRange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieMinionAimTolerance,"z_minion_aim_tolerance","0.05",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieMinionAimTolerance,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieMinionLimit,"z_minion_limit","3",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieMinionLimit,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieCullTimeout,"z_cull_timeout","5",0x4000,
"Grace period before player zombie is culled for being too far away");
__cxa_atexit(ConVar::~ConVar,ZombieCullTimeout,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieVomit,"z_vomit","1",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieVomit,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieNoiseLevelFootstep,"z_noise_level_footstep","135",0x4000,
"How much noise we make with a footstep.");
__cxa_atexit(ConVar::~ConVar,ZombieNoiseLevelFootstep,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieNoiseLevelDisplay,"z_noise_level_display","0",0x4000,
"Show noise levels on players?");
__cxa_atexit(ConVar::~ConVar,ZombieNoiseLevelDisplay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieNoiseLevelVocalize,"z_noise_level_vocalize","135",0x4000,
"How much noise we make when we say things.");
__cxa_atexit(ConVar::~ConVar,ZombieNoiseLevelVocalize,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieReloadChatterShotgunInterval,"z_reload_chatter_shotgun_interval",
"10",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieReloadChatterShotgunInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieReloadChatterShotgunAmmoThreshold,
"z_reload_chatter_shotgun_ammo_threshold","6",0x4000,
"Players don\'t say \"Reloading\" when reloading a shotgun that has this many shells already"
);
__cxa_atexit(ConVar::~ConVar,ZombieReloadChatterShotgunAmmoThreshold,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieReloadChatterIntensity,"z_reload_chatter_intensity","0.25",0x4000,
"Intensity level at which players start saying \"Reloading\"");
__cxa_atexit(ConVar::~ConVar,ZombieReloadChatterIntensity,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieReloadChatterRecentEnemy,"z_reload_chatter_recent_enemy","1.5",
0x4000,"An enemy needs to have been seen this recently to say \"Reloading\"");
__cxa_atexit(ConVar::~ConVar,ZombieReloadChatterRecentEnemy,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieReloadChatterNearbyFriendRange,
"z_reload_chatter_nearby_friend_range","600",0x4000,
"A friend needs to be this close to say\"Reloading\"");
__cxa_atexit(ConVar::~ConVar,ZombieReloadChatterNearbyFriendRange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieReloadChatterDebug,"z_reload_chatter_debug","0",0x4000,
"Should we give devtext explanations of why we didn\'t say \"Reloading\"?");
__cxa_atexit(ConVar::~ConVar,ZombieReloadChatterDebug,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorCalmWeaponDelay,"survivor_calm_weapon_delay","5",0x4000,
"survivors are not calm for this many seconds after firing");
__cxa_atexit(ConVar::~ConVar,SurvivorCalmWeaponDelay,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorCalmDamageDelay,"survivor_calm_damage_delay","5",0x4000,
"survivors are not calm for this many seconds after taking damage");
__cxa_atexit(ConVar::~ConVar,SurvivorCalmDamageDelay,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorCalmIntensity,"survivor_calm_intensity","0.25",0x4000,
"survivors are not calm if their intensity level is above this point");
__cxa_atexit(ConVar::~ConVar,SurvivorCalmIntensity,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorCalmRecentEnemyDelay,"survivor_calm_recent_enemy_delay","5",
0x4000,"survivors are not calm for this many seconds after seeing an enemy");
__cxa_atexit(ConVar::~ConVar,SurvivorCalmRecentEnemyDelay,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorCalmNoFlashlight,"survivor_calm_no_flashlight","1",0x4000,
"survivors are not calm if they have their flashlight on, to keep the weapon pointing along the flashlight beam"
);
__cxa_atexit(ConVar::~ConVar,SurvivorCalmNoFlashlight,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorCalmDeployDelay,"survivor_calm_deploy_delay","2",0x4000,
"survivors are not calm for this many seconds after switching weapons");
__cxa_atexit(ConVar::~ConVar,SurvivorCalmDeployDelay,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDebugActiveAreaSet,"survivor_debug_active_area_set","0",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorDebugActiveAreaSet,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDebugVisibility,"survivor_debug_visibility","0",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorDebugVisibility,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePlayerZombieLandDelay,"z_player_zombie_land_delay","0.5",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePlayerZombieLandDelay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostCooldown,"z_ghost_cooldown","0",0);
__cxa_atexit(ConVar::~ConVar,ZombieGhostCooldown,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostMinSpawnTime,"z_ghost_delay_minspawn","3",0x2000);
__cxa_atexit(ConVar::~ConVar,ZombieGhostMinSpawnTime,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostRunnerSpawnMultiplierDist,
"z_ghost_runner_spawn_multiplier_dist","3000",0x4002);
__cxa_atexit(ConVar::~ConVar,ZombieGhostRunnerSpawnMultiplierDist,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostRunnerSpawnMultiplier,"z_ghost_runner_spawn_multiplier","0.5",
0x4002);
__cxa_atexit(ConVar::~ConVar,ZombieGhostRunnerSpawnMultiplier,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostGroupSpawn,"z_ghost_group_spawn","1",0,
"Should ghosts all spawn at once instead of a set time after death?");
__cxa_atexit(ConVar::~ConVar,ZombieGhostGroupSpawn,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostsSpawnInStart,"z_ghost_spawn_in_start","0",0x4000,
"Allow ghosts to materialize while players are in the start area");
__cxa_atexit(ConVar::~ConVar,ZombieGhostsSpawnInStart,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostTravelDistance,"z_ghost_travel_distance","1000",0x4000,
"Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors"
);
__cxa_atexit(ConVar::~ConVar,ZombieGhostTravelDistance,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostOfferSpawnSafetyTime,"z_ghost_offer_spawn_safety_time","20",0,
"Ghost offers don\'t go to ghosts who spawn sooner than this");
__cxa_atexit(ConVar::~ConVar,ZombieGhostOfferSpawnSafetyTime,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostOfferAcceptanceTime,"z_ghost_offer_acceptance_time","0",0,
"Ghosts who accept offers extend their timers to this much");
__cxa_atexit(ConVar::~ConVar,ZombieGhostOfferAcceptanceTime,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostDuration,"z_ghost_duration","1",0,
"dead PZs will become ghosts when they are this close to being able to spawn");
__cxa_atexit(ConVar::~ConVar,ZombieGhostDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostSpawnDistance,"z_ghost_spawn_distance","300",0,
"ghosts will be placed this far ahead of survivors when they cross the line of scrimmage"
);
__cxa_atexit(ConVar::~ConVar,ZombieGhostSpawnDistance,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieScrimmageSphere,"z_scrimmage_sphere","1",0);
__cxa_atexit(ConVar::~ConVar,ZombieScrimmageSphere,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostLineOfScrimmageNear,"z_ghost_line_of_scrimmage_near","1000",0)
;
__cxa_atexit(ConVar::~ConVar,ZombieGhostLineOfScrimmageNear,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostLineOfScrimmageFar,"z_ghost_line_of_scrimmage_far","2000",0);
__cxa_atexit(ConVar::~ConVar,ZombieGhostLineOfScrimmageFar,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostLineOfScrimmageThreatBonus,
"z_ghost_line_of_scrimmage_threat_bonus","1000",0);
__cxa_atexit(ConVar::~ConVar,ZombieGhostLineOfScrimmageThreatBonus,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostLOSExpectedProgress,"z_ghost_los_expected_progress","1500",0);
__cxa_atexit(ConVar::~ConVar,ZombieGhostLOSExpectedProgress,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieGhostLineOfScrimmageSafety,"z_ghost_line_of_scrimmage_safety","10",
0,"If the survivors are this close to the checkpoint, allow ghosts based on time");
__cxa_atexit(ConVar::~ConVar,ZombieGhostLineOfScrimmageSafety,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDebugSpawnAhead,"z_debug_spawn_ahead","0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieDebugSpawnAhead,&__dso_handle);
ConVar::ConVar((ConVar *)DirectorAFKTimeout,"director_afk_timeout","45",0x100,
"Humans idle longer than this many seconds will be forced to spectator mode");
__cxa_atexit(ConVar::~ConVar,DirectorAFKTimeout,&__dso_handle);
ConVar::ConVar((ConVar *)FriendlyFireForgiveness,"z_friendly_fire_forgiveness","1",0x4000,
"Ignore friendly fire that appears to be unintentional.");
__cxa_atexit(ConVar::~ConVar,FriendlyFireForgiveness,&__dso_handle);
ConVar::ConVar((ConVar *)vs_score_pp_health,"vs_score_pp_health","0.5",0);
__cxa_atexit(ConVar::~ConVar,vs_score_pp_health,&__dso_handle);
ConVar::ConVar((ConVar *)vs_score_pp_healthbuffer,"vs_score_pp_healthbuffer","0.25",0);
__cxa_atexit(ConVar::~ConVar,vs_score_pp_healthbuffer,&__dso_handle);
ConVar::ConVar((ConVar *)vs_max_team_switches,"vs_max_team_switches","1",0x4000);
__cxa_atexit(ConVar::~ConVar,vs_max_team_switches,&__dso_handle);
ConVar::ConVar((ConVar *)vs_survivor_damage_reduction,"vs_survivor_damage_reduction","0.8",0x4000)
;
__cxa_atexit(ConVar::~ConVar,vs_survivor_damage_reduction,&__dso_handle);
ConVar::ConVar((ConVar *)z_versus_boomer_limit,"z_versus_boomer_limit","1",0x4002);
__cxa_atexit(ConVar::~ConVar,z_versus_boomer_limit,&__dso_handle);
ConVar::ConVar((ConVar *)z_versus_smoker_limit,"z_versus_smoker_limit","1",0x4002);
__cxa_atexit(ConVar::~ConVar,z_versus_smoker_limit,&__dso_handle);
ConVar::ConVar((ConVar *)z_versus_hunter_limit,"z_versus_hunter_limit","1",0x4002);
__cxa_atexit(ConVar::~ConVar,z_versus_hunter_limit,&__dso_handle);
ConVar::ConVar((ConVar *)z_versus_charger_limit,"z_versus_charger_limit","1",0x4002);
__cxa_atexit(ConVar::~ConVar,z_versus_charger_limit,&__dso_handle);
ConVar::ConVar((ConVar *)z_versus_spitter_limit,"z_versus_spitter_limit","1",0x4002);
__cxa_atexit(ConVar::~ConVar,z_versus_spitter_limit,&__dso_handle);
ConVar::ConVar((ConVar *)z_versus_jockey_limit,"z_versus_jockey_limit","1",0x4002);
__cxa_atexit(ConVar::~ConVar,z_versus_jockey_limit,&__dso_handle);
ConVar::ConVar((ConVar *)z_max_survivor_damage,"z_max_survivor_damage","300",0);
__cxa_atexit(ConVar::~ConVar,z_max_survivor_damage,&__dso_handle);
ConVar::ConVar((ConVar *)z_hunter_max_pounce_bonus_damage,"z_hunter_max_pounce_bonus_damage","24",
0x4002);
__cxa_atexit(ConVar::~ConVar,z_hunter_max_pounce_bonus_damage,&__dso_handle);
ConVar::ConVar((ConVar *)z_special_burn_dmg_scale,"z_special_burn_dmg_scale","3",0x4000);
__cxa_atexit(ConVar::~ConVar,z_special_burn_dmg_scale,&__dso_handle);
ConVar::ConVar((ConVar *)adrenaline_revive_speedup,"adrenaline_revive_speedup","0.5",0x4004,
"Percent of normal revive duration to use when affected by Adrenaline",true,0.01,
true,1.0);
__cxa_atexit(ConVar::~ConVar,adrenaline_revive_speedup,&__dso_handle);
ConVar::ConVar((ConVar *)incendiary_ammo_burn_time,"incendiary_ammo_burn_time","4.0",0x4004,
"Time to burn when hit by incendiary ammo");
__cxa_atexit(ConVar::~ConVar,incendiary_ammo_burn_time,&__dso_handle);
ConVar::ConVar((ConVar *)precache_all_survivors,"precache_all_survivors","0",0x4000);
__cxa_atexit(ConVar::~ConVar,precache_all_survivors,&__dso_handle);
ConVar::ConVar((ConVar *)sv_healing_gnome_replenish_rate,"sv_healing_gnome_replenish_rate","1.5",
0x4004);
__cxa_atexit(ConVar::~ConVar,sv_healing_gnome_replenish_rate,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieFinaleSpawnSafetyRangeOverride,
"z_finale_spawn_safety_range_override","0.0",0);
__cxa_atexit(ConVar::~ConVar,ZombieFinaleSpawnSafetyRangeOverride,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieSurvivorLimit,"survivor_limit","4",0x100,"Max # of survivors",true,
1.0,true,4.0,MaxSurvivorCallback);
__cxa_atexit(ConVar::~ConVar,ZombieSurvivorLimit,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieStateDebug,"z_state_debug","0",0x4000,
"Gives feedback on current zombie state.");
__cxa_atexit(ConVar::~ConVar,ZombieStateDebug,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieAlertDot,"z_alert_dot","0.3",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieAlertDot,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIncapacitatedMaxFallDamage,"survivor_incap_max_fall_damage","200"
,0,
"Taking falling damage greater than this will kill survivors outright instead of incapacitating them"
);
__cxa_atexit(ConVar::~ConVar,SurvivorIncapacitatedMaxFallDamage,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIncapacitatedTonguedDecayRate,"survivor_incap_tongued_decay_rate"
,"12",0);
__cxa_atexit(ConVar::~ConVar,SurvivorIncapacitatedTonguedDecayRate,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIncapacitatedHopelessDecayRate,
"survivor_incap_hopeless_decay_rate","12",0,
"If all survivors are incapacitated, their health decays at this speed");
__cxa_atexit(ConVar::~ConVar,SurvivorIncapacitatedHopelessDecayRate,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_revive_health,"survivor_revive_health","30",0x4000,
"How much temp health you get revived with.");
__cxa_atexit(ConVar::~ConVar,survivor_revive_health,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorReviveDuration,"survivor_revive_duration","5",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorReviveDuration,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorLedgeGrabGroundCheckTime,"survivor_ledge_grab_ground_check_time",
"3.0",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorLedgeGrabGroundCheckTime,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIntensityDecayThreatRange,"survivor_intensity_decay_threat_range"
,"750",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorIntensityDecayThreatRange,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorStunImmunityDuration,"survivor_stun_immunity_duration","0",0x4000
);
__cxa_atexit(ConVar::~ConVar,SurvivorStunImmunityDuration,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMaxLungeStaggerDistance,"survivor_max_lunge_stagger_distance",
"30",0x4000,
"Max distance a stationary, crouched survivor can stagger after being lunged.");
__cxa_atexit(ConVar::~ConVar,SurvivorMaxLungeStaggerDistance,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMinLungeStaggerSpeed,"survivor_min_lunge_stagger_speed","50",
0x4000,"Hunters must be lunging this fast to stagger a survivor.");
__cxa_atexit(ConVar::~ConVar,SurvivorMinLungeStaggerSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMaxLungeStaggerSpeed,"survivor_max_lunge_stagger_speed","220",
0x4000,"Hunters lunging this fast stagger survivors with full power.");
__cxa_atexit(ConVar::~ConVar,SurvivorMaxLungeStaggerSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMaxTongueStaggerDuration,"survivor_max_tongue_stagger_duration",
"1.5",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorMaxTongueStaggerDuration,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMaxTongueStaggerDistance,"survivor_max_tongue_stagger_distance",
"200",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorMaxTongueStaggerDistance,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMaxTugDistance,"survivor_max_tug_distance","300",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorMaxTugDistance,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorMaxTugDuration,"survivor_max_tug_duration","1.5",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorMaxTugDuration,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorDragType,"survivor_drag_type","0",0x4000,
"0: no dragging, 1: short tug, 2: continuous drag");
__cxa_atexit(ConVar::~ConVar,SurvivorDragType,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorIntensityRecentEnemyDuration,
"survivor_intensity_recent_enemy_duration","5",0x4000);
__cxa_atexit(ConVar::~ConVar,SurvivorIntensityRecentEnemyDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieBurningLifetime,"z_burning_lifetime","30",0x4000,
"Number of seconds a burning zombie takes to crisp");
__cxa_atexit(ConVar::~ConVar,ZombieBurningLifetime,&__dso_handle);
ConVar::ConVar((ConVar *)z_tank_autoshotgun_dmg_scale,"z_tank_autoshotgun_dmg_scale","0.85",0x4000
,"percent damage taken by the tank from the autoshotgun");
__cxa_atexit(ConVar::~ConVar,z_tank_autoshotgun_dmg_scale,&__dso_handle);
ConVar::ConVar((ConVar *)z_tank_grenade_launcher_dmg_scale,"z_tank_grenade_launcher_dmg_scale",
"3.0",0x4000,"percent increase in damage done to the tank by grenade launcher");
__cxa_atexit(ConVar::~ConVar,z_tank_grenade_launcher_dmg_scale,&__dso_handle);
ConVar::ConVar((ConVar *)tank_burn_duration,"tank_burn_duration","75",0x4000,
"Number of seconds a burning Tank takes to die in easy, normal, versus and survival"
,true,1.0,false,0.0);
__cxa_atexit(ConVar::~ConVar,tank_burn_duration,&__dso_handle);
ConVar::ConVar((ConVar *)tank_burn_duration_hard,"tank_burn_duration_hard","80",0x4000,
"Number of seconds a burning Tank takes to die in hard",true,1.0,false,0.0);
__cxa_atexit(ConVar::~ConVar,tank_burn_duration_hard,&__dso_handle);
ConVar::ConVar((ConVar *)tank_burn_duration_expert,"tank_burn_duration_expert","85",0x4000,
"Number of seconds a burning Tank takes to die in expert",true,1.0,false,0.0);
__cxa_atexit(ConVar::~ConVar,tank_burn_duration_expert,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkDamageSlowMinRange,"z_tank_damage_slow_min_range","200",0x4000,
"Range at which Tank is slowed by gunfire");
__cxa_atexit(ConVar::~ConVar,ZombieHulkDamageSlowMinRange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkDamageSlowMaxRange,"z_tank_damage_slow_max_range","400",0x4000,
"Range at which Tank is slowed by gunfire");
__cxa_atexit(ConVar::~ConVar,ZombieHulkDamageSlowMaxRange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkIncapacitatedHealth,"z_tank_incapacitated_health","5000",0x4000
,"Health Tank starts with in death throes.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkIncapacitatedHealth,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkIncapacitatedDecayRate,"z_tank_incapacitated_decay_rate","1",
0x4000,"How much health a dying Tank loses each update.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkIncapacitatedDecayRate,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkGrenadeDamage,"z_tank_grenade_damage","750",0x4000,
"How much damage a Tank takes from a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkGrenadeDamage,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkGrenadeSlowdown,"z_tank_grenade_slowdown","0",0x4000,
"The speed setting put on a Tank when hit by a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkGrenadeSlowdown,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkMaxStaggerDistance,"z_tank_max_stagger_distance","400",0x4000,
"Max distance a Tank staggers when hurt by a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkMaxStaggerDistance,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkMaxStaggerDuration,"z_tank_max_stagger_duration","6",0x4000,
"Max time a Tank staggers when hit by a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkMaxStaggerDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkMaxStaggerFadeDuration,"z_tank_max_stagger_fade_duration","6",
0x4000,"Fade in time when a Tank is staggered by a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkMaxStaggerFadeDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkStaggerFadeDuration,"z_tank_stagger_fade_duration","3",0x4000,
"How long the screen fade lasts when a Tank is hit by a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkStaggerFadeDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkStaggerFadeAlpha,"z_tank_stagger_fade_alpha","192",0x4000,
"How opaque the screen fade is when a Tank is hit by a grenade.");
__cxa_atexit(ConVar::~ConVar,ZombieHulkStaggerFadeAlpha,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHulkHasSpecialBlood,"z_tank_has_special_blood","0",0x4000,
"Does the Tank get his own blood effect instead of the normal infected one?");
__cxa_atexit(ConVar::~ConVar,ZombieHulkHasSpecialBlood,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieMaxStaggerDuration,"z_max_stagger_duration","6",0x4000,
"Max time a PZ staggers when bashed by a survivor.");
__cxa_atexit(ConVar::~ConVar,ZombieMaxStaggerDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHunterPounceStaggerDuration,"z_max_hunter_pounce_stagger_duration",
"0.5",0x4000,
"Max time a PZ staggers when bashed by a survivor that was pounced by said hunter."
);
__cxa_atexit(ConVar::~ConVar,ZombieHunterPounceStaggerDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieTankFootstepShakeAmplitude,"z_tank_footstep_shake_amplitude","5",0)
;
__cxa_atexit(ConVar::~ConVar,ZombieTankFootstepShakeAmplitude,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieTankFootstepShakeDuration,"z_tank_footstep_shake_duration","2",0);
__cxa_atexit(ConVar::~ConVar,ZombieTankFootstepShakeDuration,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieTankFootstepShakeRadius,"z_tank_footstep_shake_radius","750",0);
__cxa_atexit(ConVar::~ConVar,ZombieTankFootstepShakeRadius,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieTankFootstepShakeInterval,"z_tank_footstep_shake_interval","0.4",0)
;
__cxa_atexit(ConVar::~ConVar,ZombieTankFootstepShakeInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieSpectatorNightVision,"z_spec_nightvision","1",0x2000,
"In-eye spectators will see 0=no glow, 1=normal glow, 2=weak glow");
__cxa_atexit(ConVar::~ConVar,ZombieSpectatorNightVision,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDeafenRadiusOne,"z_deafen_radius_one","100",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieDeafenRadiusOne,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDeafenRadiusTwo,"z_deafen_radius_two","150",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieDeafenRadiusTwo,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDeafenRadiusThree,"z_deafen_radius_three","200",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieDeafenRadiusThree,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieExplodingInnerRadius,"z_exploding_inner_radius","130",0);
__cxa_atexit(ConVar::~ConVar,ZombieExplodingInnerRadius,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieExplodingOuterRadius,"z_exploding_outer_radius","200",0);
__cxa_atexit(ConVar::~ConVar,ZombieExplodingOuterRadius,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieExplodingForce,"z_exploding_force","5000",0);
__cxa_atexit(ConVar::~ConVar,ZombieExplodingForce,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieClawHitPitchMin,"z_claw_hit_pitch_min","-20",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieClawHitPitchMin,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieClawHitPitchMax,"z_claw_hit_pitch_max","20",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieClawHitPitchMax,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieClawHitYawMin,"z_claw_hit_yaw_min","-20",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieClawHitYawMin,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieClawHitYawMax,"z_claw_hit_yaw_max","20",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieClawHitYawMax,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceDamageDelay,"z_pounce_damage_delay","1",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePounceDamageDelay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceDamageInterval,"z_pounce_damage_interval","0.5",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePounceDamageInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceDamageInterrupt,"z_pounce_damage_interrupt","50",0x4000,
"Taking this much damage interrupts a pounce attempt");
__cxa_atexit(ConVar::~ConVar,ZombiePounceDamageInterrupt,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceDamage,"z_pounce_damage","5",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePounceDamage,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceAllowPartialHidden,"z_pounce_allow_partial_hidden","1",0x4000
);
__cxa_atexit(ConVar::~ConVar,ZombiePounceAllowPartialHidden,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceSilenceRange,"z_pounce_silence_range","500",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePounceSilenceRange,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyRideDamageDelay,"z_jockey_ride_damage_delay","1.0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyRideDamageDelay,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyRideDamageInterval,"z_jockey_ride_damage_interval","1.0",
0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyRideDamageInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyRideDamage,"z_jockey_ride_damage","4",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyRideDamage,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyStaggerSpeed,"z_jockey_stagger_speed","2.0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyStaggerSpeed,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyStaggerAmount,"z_jockey_stagger_amount","0.0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyStaggerAmount,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeySpeedBlend,"z_jockey_speed_blend","2.0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeySpeedBlend,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyControlVariance,"z_jockey_control_variance","0.7",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyControlVariance,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyControlMin,"z_jockey_control_min","0.8",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyControlMin,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyControlMax,"z_jockey_control_max","0.8",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieJockeyControlMax,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieJockeyLeapAgainTimer,"z_jockey_leap_again_timer","5.0",0x4000,
"How long after a dismount before the jockey can leap again.");
__cxa_atexit(ConVar::~ConVar,ZombieJockeyLeapAgainTimer,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieThrottleHitIntervalEasy,"z_throttle_hit_interval_easy","0.5",0x4000
,"Minimum time between damaging a Survivor from a mob");
__cxa_atexit(ConVar::~ConVar,ZombieThrottleHitIntervalEasy,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieThrottleHitIntervalNormal,"z_throttle_hit_interval_normal","0.33",
0x4000,"Minimum time between damaging a Survivor from a mob");
__cxa_atexit(ConVar::~ConVar,ZombieThrottleHitIntervalNormal,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieThrottleHitIntervalHard,"z_throttle_hit_interval_hard","0.5",0x4000
,"Minimum time between damaging a Survivor from a mob");
__cxa_atexit(ConVar::~ConVar,ZombieThrottleHitIntervalHard,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieThrottleHitIntervalExpert,"z_throttle_hit_interval_expert","1",
0x4000,"Minimum time between damaging a Survivor from a mob");
__cxa_atexit(ConVar::~ConVar,ZombieThrottleHitIntervalExpert,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitFromBehindFactor,"z_hit_from_behind_factor","0.5",0x4000,
"Damage multiplier if zombie hits Survivor from behind");
__cxa_atexit(ConVar::~ConVar,ZombieHitFromBehindFactor,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitFromBehindCosine,"z_hit_from_behind_cosine","0.0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieHitFromBehindCosine,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitChainsawerFactor,"z_hit_chainsawer_factor","0.5",0x4000,
"Damage multiplier if zombie hits someone using a chainsaw");
__cxa_atexit(ConVar::~ConVar,ZombieHitChainsawerFactor,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitIncapFactorEasy,"z_hit_incap_factor_easy","0.1",0x4000,
"Damage multiplier if zombie hits incapacitated Survivor");
__cxa_atexit(ConVar::~ConVar,ZombieHitIncapFactorEasy,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitIncapFactorNormal,"z_hit_incap_factor_normal","1.0",0x4000,
"Damage multiplier if zombie hits incapacitated Survivor");
__cxa_atexit(ConVar::~ConVar,ZombieHitIncapFactorNormal,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitIncapFactorHard,"z_hit_incap_factor_hard","1.0",0x4000,
"Damage multiplier if zombie hits incapacitated Survivor");
__cxa_atexit(ConVar::~ConVar,ZombieHitIncapFactorHard,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieHitIncapFactorExpert,"z_hit_incap_factor_expert","1.0",0x4000,
"Damage multiplier if zombie hits incapacitated Survivor");
__cxa_atexit(ConVar::~ConVar,ZombieHitIncapFactorExpert,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieExplodingSplat,"z_exploding_splat","50",0x4000,
"Boomers splat instead of making a thud when taking this much falling damage");
__cxa_atexit(ConVar::~ConVar,ZombieExplodingSplat,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieExplodingSplatRadius,"z_exploding_splat_radius","200",0x4000,
"Boomers splattering on the ground make survivors inside this radius it");
__cxa_atexit(ConVar::~ConVar,ZombieExplodingSplatRadius,&__dso_handle);
ConVar::ConVar((ConVar *)MusicLargeAreaRevealThreshold,"music_large_area_reveal_threshold",
"500000",0x4000,"How much new area must be revealed to trigger the reveal music");
__cxa_atexit(ConVar::~ConVar,MusicLargeAreaRevealThreshold,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_lazy_active_set,"survivor_lazy_active_set","1",0x4000);
__cxa_atexit(ConVar::~ConVar,survivor_lazy_active_set,&__dso_handle);
ConVar::ConVar((ConVar *)tp_schedule_post_think,"tp_schedule_post_think","1",0x4000,
"Schedule post-think operations to run at 10hz");
__cxa_atexit(ConVar::~ConVar,tp_schedule_post_think,&__dso_handle);
ConVar::ConVar((ConVar *)god,"god","0",0x4100,"Survivors don\'t take damage");
__cxa_atexit(ConVar::~ConVar,god,&__dso_handle);
ConVar::ConVar((ConVar *)versus_shove_jockey_fov_leaping,"versus_shove_jockey_fov_leaping","45",
0x6000,"Angle that survivor shove will hit jockeys while leaping");
__cxa_atexit(ConVar::~ConVar,versus_shove_jockey_fov_leaping,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieFinaleGhostWarpToSurvivor,"z_finale_ghost_player_spawn_on_survivor"
,"1",0x4000,
"If set to zero, ghost spawn warping in finale\'s put the ghost out of the world\ninstead of cycling through survivors."
);
__cxa_atexit(ConVar::~ConVar,ZombieFinaleGhostWarpToSurvivor,&__dso_handle);
ConVar::ConVar((ConVar *)spec_filter,"spec_filter","any",0,
"Spectate a subset of all players (any|human|bot|survivor|infected)",
SpecFilterChanged);
__cxa_atexit(ConVar::~ConVar,spec_filter,&__dso_handle);
ConVar::ConVar((ConVar *)spec_filter_infected,"spec_filter_infected","any",0,
"Spectate filter for infected players (any|human|bot|survivor|infected)",
SpecFilterChanged);
__cxa_atexit(ConVar::~ConVar,spec_filter_infected,&__dso_handle);
ConVar::ConVar((ConVar *)spec_filter_survivors,"spec_filter_survivors","survivor",0,
"Spectate filter for survivor players (any|human|bot|survivor|infected)",
SpecFilterChanged);
__cxa_atexit(ConVar::~ConVar,spec_filter_survivors,&__dso_handle);
CUtlVectorInitialized<char_const*>::CUtlVectorInitialized
((CUtlVectorInitialized<char_const*> *)&SurvivorModels,
(char **)SurvivorPlayerModelStrings,8);
__cxa_atexit(CUtlVectorInitialized<char_const*>::~CUtlVectorInitialized,&SurvivorModels,
&__dso_handle);
CUtlVectorInitialized<char_const*>::CUtlVectorInitialized
((CUtlVectorInitialized<char_const*> *)&SurvivorModelsLight,
(char **)SurvivorLightPlayerModelStrings,8);
__cxa_atexit(CUtlVectorInitialized<char_const*>::~CUtlVectorInitialized,&SurvivorModelsLight,
&__dso_handle);
puVar1 = &InfectedModels;
do {
*puVar1 = 0;
puVar2 = puVar1 + 5;
puVar1[1] = 0;
puVar1[2] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1 = puVar2;
} while (puVar2 != &SurvivorModelsLight);
__cxa_atexit(__tcf_3,0,&__dso_handle);
DAT_0102093c = 0;
infoSurvivorRescueStr = 0;
DAT_01020938 = "info_survivor_rescue";
__cxa_atexit(CGameString::~CGameString,&infoSurvivorRescueStr,&__dso_handle);
DAT_0102092c = 0;
pointDeathfallCameraStr = 0;
DAT_01020928 = "point_deathfall_camera";
__cxa_atexit(CGameString::~CGameString,&pointDeathfallCameraStr,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)give,"give",Give,"Give item to player.\n\tArguments: <item_name>",0x4000,
(int_____char_const__char *)GiveAutocomplete);
__cxa_atexit(ConCommand::~ConCommand,give,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)z_removeitems,"z_removeitems",RemoveItems,
"Removes all items from survivors",0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,z_removeitems,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)upgrade_add,"upgrade_add",UpgradeAdd,"Adds an upgrade to the survivor",
0x4000,(int_____char_const__char *)UpgradeAddAutocomplete);
__cxa_atexit(ConCommand::~ConCommand,upgrade_add,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)upgrade_remove,"upgrade_remove",UpgradeRemove,
"Removes an upgrade from the survivor",0x4000,
(int_____char_const__char *)UpgradeAddAutocomplete);
__cxa_atexit(ConCommand::~ConCommand,upgrade_remove,&__dso_handle);
_DAT_0101733e = 0xffff;
DAT_01017338 = 0xffff;
_DAT_0101733a = 0;
DAT_01017334 = 0xffff;
DAT_01017336 = 0xffff;
g_TerrorPlayerPostThinkQueue = 0;
_DAT_0101732c = 0;
_DAT_01017330 = 0;
_DAT_0101733c = 0;
_DAT_01017340 = 0;
__cxa_atexit(CUtlLinkedList<CTerrorPlayer*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CTerrorPlayer*,unsigned_short>,unsigned_short>>
::~CUtlLinkedList,&g_TerrorPlayerPostThinkQueue,&__dso_handle);
ConVar::ConVar((ConVar *)sv_spectatoridletime,"sv_spectatoridletime","3",0x4000);
__cxa_atexit(ConVar::~ConVar,sv_spectatoridletime,&__dso_handle);
ConVar::ConVar((ConVar *)hack_elevator_z_offset,"hack_elevator_z_offset","10",0x4000);
__cxa_atexit(ConVar::~ConVar,hack_elevator_z_offset,&__dso_handle);
ConVar::ConVar((ConVar *)common_dps_window,"common_dps_window","2.0f",2);
__cxa_atexit(ConVar::~ConVar,common_dps_window,&__dso_handle);
ConVar::ConVar((ConVar *)common_dps_spew,"common_dps_spew","0",2);
__cxa_atexit(ConVar::~ConVar,common_dps_spew,&__dso_handle);
ConVar::ConVar((ConVar *)spit_scaling_min_common_dps,"spit_scaling_min_scale","0.5",0x80004,
"minimum percent of maximum common dps required to start scaling down spit damage",
true,0.1,true,1.0);
__cxa_atexit(ConVar::~ConVar,spit_scaling_min_common_dps,&__dso_handle);
ConVar::ConVar((ConVar *)spit_scaling_min_scale,"spit_scaling_min_scale","0.35",0x80004,
"minimum scale to apply to spit damage when common dps is near max",true,0.1,true,
1.0);
__cxa_atexit(ConVar::~ConVar,spit_scaling_min_scale,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_friendly_fire_factor_easy,"survivor_friendly_fire_factor_easy",
"0",0x4000);
__cxa_atexit(ConVar::~ConVar,survivor_friendly_fire_factor_easy,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_friendly_fire_factor_normal,
"survivor_friendly_fire_factor_normal","0.1",0x4000);
__cxa_atexit(ConVar::~ConVar,survivor_friendly_fire_factor_normal,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_friendly_fire_factor_hard,"survivor_friendly_fire_factor_hard",
"0.3",0x4000);
__cxa_atexit(ConVar::~ConVar,survivor_friendly_fire_factor_hard,&__dso_handle);
ConVar::ConVar((ConVar *)survivor_friendly_fire_factor_expert,
"survivor_friendly_fire_factor_expert","0.5",0x4000);
__cxa_atexit(ConVar::~ConVar,survivor_friendly_fire_factor_expert,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorBurnFactorEasy,"survivor_burn_factor_easy","0.2",0x4000,
"Flame damage multiplier");
__cxa_atexit(ConVar::~ConVar,SurvivorBurnFactorEasy,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorBurnFactorNormal,"survivor_burn_factor_normal","0.2",0x4000,
"Flame damage multiplier");
__cxa_atexit(ConVar::~ConVar,SurvivorBurnFactorNormal,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorBurnFactorHard,"survivor_burn_factor_hard","0.4",0x4000,
"Flame damage multiplier");
__cxa_atexit(ConVar::~ConVar,SurvivorBurnFactorHard,&__dso_handle);
ConVar::ConVar((ConVar *)SurvivorBurnFactorExpert,"survivor_burn_factor_expert","1",0x4000,
"Flame damage multiplier");
__cxa_atexit(ConVar::~ConVar,SurvivorBurnFactorExpert,&__dso_handle);
ConVar::ConVar((ConVar *)grenadelauncher_ff_scale,"grenadelauncher_ff_scale","0.12",0x4000,
"ff scale for grenade launcher damage to other players");
__cxa_atexit(ConVar::~ConVar,grenadelauncher_ff_scale,&__dso_handle);
ConVar::ConVar((ConVar *)grenadelauncher_ff_scale_self,"grenadelauncher_ff_scale_self","0.12",
0x4000,"ff scale for grenade launcher damage to other players");
__cxa_atexit(ConVar::~ConVar,grenadelauncher_ff_scale_self,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)sb_takecontrol_command,"sb_takecontrol",sb_takecontrol,
"Take control of a bot.",0x4000,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,sb_takecontrol_command,&__dso_handle);
ConVar::ConVar((ConVar *)ZombiePounceDelay,"z_pounce_delay","0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombiePounceDelay,&__dso_handle);
ConVar::ConVar((ConVar *)z_jockey_leapton_surv_bark,"z_jockey_pounced_surv_bark","1",0x4000,
"Select between behaviors for survivor shouts when pounced by jockey. 0 dispatches a SurvivorJockeyed concept to all players via THEN_ANY, 1 dispatches SurvivorJockeyed only to the pounced player and SurvivorJockeyedOther to all other players."
);
__cxa_atexit(ConVar::~ConVar,z_jockey_leapton_surv_bark,&__dso_handle);
ConVar::ConVar((ConVar *)vomitjar_duration_survivor,"vomitjar_duration_survivor","5",0x6000);
__cxa_atexit(ConVar::~ConVar,vomitjar_duration_survivor,&__dso_handle);
ConVar::ConVar((ConVar *)vomitjar_duration_infected_bot,"vomitjar_duration_infected_bot","20",
0x6000);
__cxa_atexit(ConVar::~ConVar,vomitjar_duration_infected_bot,&__dso_handle);
ConVar::ConVar((ConVar *)vomitjar_duration_infected_pz,"vomitjar_duration_infected_pz","20",0x6000
);
__cxa_atexit(ConVar::~ConVar,vomitjar_duration_infected_pz,&__dso_handle);
ConVar::ConVar((ConVar *)defibrillator_return_to_life_time,"defibrillator_return_to_life_time",
"3.0",0x4000);
__cxa_atexit(ConVar::~ConVar,defibrillator_return_to_life_time,&__dso_handle);
ConVar::ConVar((ConVar *)action_progress_reset_interval,"action_progress_reset_interval","1.0",
0x4000);
__cxa_atexit(ConVar::~ConVar,action_progress_reset_interval,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)dump_avatar_info_command,"dump_avatar_info",dump_avatar_info,
"Print out avatar info of each plaeyr",0,(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,dump_avatar_info_command,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)dump_pz_data_command,"dump_pz_data",dump_pz_data,"Dump PZ data",0,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,dump_pz_data_command,&__dso_handle);
ConCommand::ConCommand
((ConCommand *)go_away_from_keyboard_command,"go_away_from_keyboard",
go_away_from_keyboard,"Go away from the keyboard so a bot will take over.",0,
(int_____char_const__char *)0x0);
__cxa_atexit(ConCommand::~ConCommand,go_away_from_keyboard_command,&__dso_handle);
info_hang_lighting = &PTR_Create_00c0e2d0;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&info_hang_lighting,"info_hang_lighting");
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame
((CAutoGameSystemPerFrame *)g_L4DSurvivorGroupInfo,"SurvivorGroupInfo");
g_L4DSurvivorGroupInfo._0_4_ = &PTR_Name_00d1b088;
__cxa_atexit(CSurvivorGroupInfo::~CSurvivorGroupInfo,g_L4DSurvivorGroupInfo,&__dso_handle);
survivor_death_model = &PTR_Create_00d1b0d8;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,&survivor_death_model,"survivor_death_model");
ServerClass::ServerClass
((ServerClass *)g_CSurvivorDeathModel_ClassReg,"CSurvivorDeathModel",
(SendTable *)DT_SurvivorDeathModel::g_SendTable);
SendTable::SendTable((SendTable *)DT_SurvivorDeathModel::g_SendTable);
__cxa_atexit(SendTable::~SendTable,DT_SurvivorDeathModel::g_SendTable,&__dso_handle);
DT_SurvivorDeathModel::g_SendTableInit =
ServerClassInit<DT_SurvivorDeathModel::ignored>((ignored *)0x0);
CSurvivorDeathModel_DataDescInit::g_DataMapHolder =
DataMapInit<CSurvivorDeathModel>((CSurvivorDeathModel *)0x0);
g_DeadSurvivors = 0;
DAT_01016aa4 = 0;
DAT_01016aa8 = 0;
DAT_01016aac = 0;
_DAT_01016ab0 = 0;
__cxa_atexit(CUtlVector<CSurvivorDeathModel*,CUtlMemory<CSurvivorDeathModel*,int>>::~CUtlVector,
&g_DeadSurvivors,&__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.