L L4D2node

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 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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)