L L4D2node

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 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)