You could probably achieve this with a sourcemod plugin. I imagine a
busy wait in OnGameFrame() would do it.

On 6/9/2014 6:11 AM, Jesse Molina wrote:
> 
> Hi everyone
> 
> I am testing a crash recovery system on my srcds control system, and I
> need a way to purposefully and reliably seize up my server.  I don't
> want it to exit; that's easy to do.  I want it to seize up, like a
> spinlock.
> 
> FYI, doing "cast_ray" on the console causes a nice segfault, "7068
> Segmentation fault", exit code 139.
> 
> The "killserver" command is close. It is like a "quit", but the server
> doesn't exit. Seems like part of the engine is shutting down, but I
> suspect it might be possible to start it back up again since it's still
> taking commands on the console.
> 
> I can do some external stuff, like hitting memory, attaching gdb, etc,
> but I'd like to know of an internal command that causes some spectacular
> CPU usage.  Something that only a kill -9 is going to fix.
> 
> This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.
> 
> Any advice would be appreciated.
> 
> 
> 
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