_GLOBAL__sub_I_NextBotPlayerWalk
0x003ce490 · 1079 bytes · unknown
Decompiled
undefined (0 params)
void _GLOBAL__sub_I_NextBotPlayerWalk(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 *)NextBotPlayerWalk,"nb_player_walk","0",0x4000,"Force bots to walk");
__cxa_atexit(ConVar::~ConVar,NextBotPlayerWalk,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotPlayerCrouch,"nb_player_crouch","0",0x4000,"Force bots to crouch")
;
__cxa_atexit(ConVar::~ConVar,NextBotPlayerCrouch,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotPlayerMove,"nb_player_move","1",0x4000,"Prevents bots from moving"
);
__cxa_atexit(ConVar::~ConVar,NextBotPlayerMove,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotGravity,"nb_gravity","1000",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotGravity,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotAcceleration,"nb_acceleration","500",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotAcceleration,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotFrictionForward,"nb_friction_forward","0",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotFrictionForward,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotFrictionSideways,"nb_friction_sideways","3",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotFrictionSideways,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotYawRate,"nb_yaw_rate","250",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotYawRate,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotLeanForwardAccel,"nb_lean_forward_accel","100",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotLeanForwardAccel,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotLeanMaxAngle,"nb_lean_max_angle","30",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotLeanMaxAngle,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotLeanRate,"nb_lean_rate","3",0x4000);
__cxa_atexit(ConVar::~ConVar,NextBotLeanRate,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotAvoid,"nb_avoid","2",0,
"0=no avoidance, 1=avoid nearest, 2=avoid all");
__cxa_atexit(ConVar::~ConVar,NextBotAvoid,&__dso_handle);
ConVar::ConVar((ConVar *)NextBotAvoidInterval,"nb_avoid_interval","0.5",0,
"Interval to update nearest for avoidance");
__cxa_atexit(ConVar::~ConVar,NextBotAvoidInterval,&__dso_handle);
ConVar::ConVar((ConVar *)ZombieDebugClimb,"z_debug_climb","0",0x4000);
__cxa_atexit(ConVar::~ConVar,ZombieDebugClimb,&__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.