SetRootLOD_f
0x00186490 · 120 bytes · __cdecl
_Z12SetRootLOD_fP7IConVarPKcf
Decompiled
undefined (3 params)
/* SetRootLOD_f(IConVar*, char const*, float) */
void SetRootLOD_f(IConVar *param_1,char *param_2,float param_3)
{
char cVar1;
int iVar2;
ConVarRef local_14 [4];
int local_10;
cVar1 = CheckVarRange_Generic((ConVar *)r_rootlod,0,2);
if (cVar1 == '\0') {
ConVarRef::ConVarRef(local_14,param_1);
UpdateStudioRenderConfig();
if (g_LostVideoMemory == '\0') {
iVar2 = _V_strcmp(*(char **)(local_10 + 0x24),param_2);
if (iVar2 != 0) {
(**(code **)(*(int *)modelloader + 0x4c))(modelloader,0);
return;
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.