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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.