L L4D2node

COcclusionSystem::COcclusionSystem

0x001cc920 · 152 bytes · __thiscall

_ZN16COcclusionSystemC2Ev

Decompiled

undefined (1 param)

/* COcclusionSystem::COcclusionSystem() */

void __thiscall COcclusionSystem::COcclusionSystem(COcclusionSystem *this)

{
  void *pvVar1;
  
  *(undefined ***)this = &PTR_ActivateOccluder_002bd828;
  CEdgeList::CEdgeList((CEdgeList *)(this + 0xc0));
  CWingedEdgeList::CWingedEdgeList((CWingedEdgeList *)(this + 0x1fc));
  *(undefined4 *)(this + 0x2a4) = 0x40;
  *(undefined4 *)(this + 0x2a8) = 0;
  pvVar1 = malloc(0x300);
  this[4] = (COcclusionSystem)0x0;
  *(void **)(this + 0x2a0) = pvVar1;
  *(undefined4 *)(this + 0x2ac) = 0;
  *(void **)(this + 0x2b0) = pvVar1;
  *(undefined4 *)(this + 700) = 0;
  *(undefined4 *)(this + 0x2c0) = 0;
  *(undefined4 *)(this + 0x2b8) = 0x40a00000;
  *(undefined4 *)(this + 0x2b4) = 0x40a00000;
  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)