CModelRender::ComputeStaticLightingState
0x001856d0 · 5 bytes · __cdecl
_ZN12CModelRender26ComputeStaticLightingStateEiPK21StaticLightingQuery_tP23MaterialLightingState_tS4_PP15ColorMeshInfo_tPP8ITexturePP13memhandle_t__
Decompiled
undefined (7 params)
/* CModelRender::ComputeStaticLightingState(int, StaticLightingQuery_t const*,
MaterialLightingState_t*, MaterialLightingState_t*, ColorMeshInfo_t**, ITexture**,
memhandle_t__**) */
void CModelRender::ComputeStaticLightingState
(int param_1,StaticLightingQuery_t *param_2,MaterialLightingState_t *param_3,
MaterialLightingState_t *param_4,ColorMeshInfo_t **param_5,ITexture **param_6,
memhandle_t__ **param_7)
{
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.