L L4D2node

CModelRender::SetStaticLighting

0x001858f0 · 74 bytes · __thiscall

_ZN12CModelRender17SetStaticLightingEtPP20LightCacheHandle_t__

Decompiled

undefined (3 params)

/* CModelRender::SetStaticLighting(unsigned short, LightCacheHandle_t__**) */

void __thiscall
CModelRender::SetStaticLighting(CModelRender *this,ushort param_1,LightCacheHandle_t__ **param_2)

{
  LightCacheHandle_t__ *pLVar1;
  int iVar2;
  
  if (param_1 != 0xffff) {
    iVar2 = (uint)param_1 * 0x108 + *(int *)(this + 0xc);
    if (param_2 == (LightCacheHandle_t__ **)0x0) {
      *(ushort *)(iVar2 + 0xfa) = *(ushort *)(iVar2 + 0xfa) & 0xfffe;
      *(undefined4 *)(iVar2 + 0xfc) = 0;
      return;
    }
    pLVar1 = *param_2;
    *(ushort *)(iVar2 + 0xfa) = *(ushort *)(iVar2 + 0xfa) | 1;
    *(LightCacheHandle_t__ **)(iVar2 + 0xfc) = pLVar1;
  }
  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)