L L4D2node

CModelRender::GetBrightestShadowingLightSource

0x00185730 · 7 bytes · __cdecl

_ZN12CModelRender32GetBrightestShadowingLightSourceERK6VectorRS0_S3_b

Decompiled

undefined (4 params)

/* CModelRender::GetBrightestShadowingLightSource(Vector const&, Vector&, Vector&, bool) */

undefined4
CModelRender::GetBrightestShadowingLightSource
          (Vector *param_1,Vector *param_2,Vector *param_3,bool param_4)

{
  return 0;
}

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)