L L4D2node

_GLOBAL__sub_I_r_visocclusion

0x0009eab0 · 733 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_r_visocclusion(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 *)r_visocclusion,"r_visocclusion","0",0x4000,
                 "Activate/deactivate wireframe rendering of what the occlusion system is doing.");
  __cxa_atexit(ConVar::~ConVar,r_visocclusion,&__dso_handle);
  ConVar::ConVar((ConVar *)r_occlusion,"r_occlusion","1",0,
                 "Activate/deactivate the occlusion system.");
  __cxa_atexit(ConVar::~ConVar,r_occlusion,&__dso_handle);
  ConVar::ConVar((ConVar *)r_occludermincount,"r_occludermincount","0",0,
                 "At least this many occluders will be used, no matter how big they are.");
  __cxa_atexit(ConVar::~ConVar,r_occludermincount,&__dso_handle);
  ConVar::ConVar((ConVar *)r_occlusionspew,"r_occlusionspew","0",0x4000,
                 "Activate/deactivates spew about what the occlusion system is doing.");
  __cxa_atexit(ConVar::~ConVar,r_occlusionspew,&__dso_handle);
  ConVar::ConVar((ConVar *)r_occluderminarea,"r_occluderminarea","0",0,
                 "Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use."
                );
  __cxa_atexit(ConVar::~ConVar,r_occluderminarea,&__dso_handle);
  ConVar::ConVar((ConVar *)r_occludeemaxarea,"r_occludeemaxarea","0",0,
                 "Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use."
                );
  __cxa_atexit(ConVar::~ConVar,r_occludeemaxarea,&__dso_handle);
  g_EdgeVisualization._0_4_ = 0;
  g_EdgeVisualization._4_4_ = 0;
  g_EdgeVisualization._8_4_ = 0;
  g_EdgeVisualization._12_4_ = 0;
  g_EdgeVisualization._16_4_ = 0;
  __cxa_atexit(CUtlVector<EdgeVisualizationInfo_t,CUtlMemory<EdgeVisualizationInfo_t,int>>::
               ~CUtlVector,g_EdgeVisualization,&__dso_handle);
  COcclusionSystem::COcclusionSystem((COcclusionSystem *)&g_OcclusionSystem);
  __cxa_atexit(COcclusionSystem::~COcclusionSystem,&g_OcclusionSystem,&__dso_handle);
  CWingedEdgeList::CWingedEdgeList((CWingedEdgeList *)s_WingedTestEdgeList);
  __cxa_atexit(CWingedEdgeList::~CWingedEdgeList,s_WingedTestEdgeList,&__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)