L L4D2node

COcclusionSystem::SetOcclusionParameters

0x001cb260 · 73 bytes · __thiscall

_ZN16COcclusionSystem22SetOcclusionParametersEff

Decompiled

undefined (3 params)

/* COcclusionSystem::SetOcclusionParameters(float, float) */

void __thiscall
COcclusionSystem::SetOcclusionParameters(COcclusionSystem *this,float param_1,float param_2)

{
  float fVar1;
  
  if (param_1 == 0.0) {
    fVar1 = 0.049999997;
  }
  else {
    fVar1 = param_1 * 0.01;
  }
  *(float *)(this + 0x2b4) = fVar1;
  if (param_2 == 0.0) {
    param_2 = 5.0;
  }
  *(float *)(this + 0x2b8) = param_2;
  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)