L L4D2node

_GLOBAL__sub_I_ZombieHearGunfireRange

0x003ccdf0 · 799 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_ZombieHearGunfireRange(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;
  ConVar::ConVar((ConVar *)ZombieHearGunfireRange,"z_hear_gunfire_range","200",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieHearGunfireRange,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieHearRunnerNearRange,"z_hear_runner_near_range","500",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieHearRunnerNearRange,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieHearRunnerFarRange,"z_hear_runner_far_range","750",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieHearRunnerFarRange,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieBrawlChance,"z_brawl_chance","2",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieBrawlChance,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieAlertRange,"z_alert_range","1000",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieAlertRange,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieAttentionRangeSittingModifier,"z_attention_range_sitting_modifier",
                 "0.35",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieAttentionRangeSittingModifier,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieAttentionRangeLyingModifier,"z_attention_range_lying_modifier",
                 "0.15",0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieAttentionRangeLyingModifier,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieMustWander,"z_must_wander","0",0x4000,
                 "For testing.  0: default.  1: wandering zombies don\'t sit/lie down.  -1: wandering zombies always sit/lie down."
                );
  __cxa_atexit(ConVar::~ConVar,ZombieMustWander,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieForceAttackFromSoundRange,"z_force_attack_from_sound_range","750",
                 0x4000);
  __cxa_atexit(ConVar::~ConVar,ZombieForceAttackFromSoundRange,&__dso_handle);
  ConVar::ConVar((ConVar *)ZombieStandStill,"z_stand_still","0",0x4000,
                 "For testing.  0: default.  1: unalerted common infected will stand still instead of wandering, turning, sitting, etc."
                );
  __cxa_atexit(ConVar::~ConVar,ZombieStandStill,&__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)