L L4D2node

CModelRender::GetStaticLighting

0x00185950 · 50 bytes · __thiscall

_ZN12CModelRender17GetStaticLightingEt

Decompiled

undefined (2 params)

/* CModelRender::GetStaticLighting(unsigned short) */

undefined4 __thiscall CModelRender::GetStaticLighting(CModelRender *this,ushort param_1)

{
  int iVar1;
  
  if ((param_1 != 0xffff) &&
     (iVar1 = (uint)param_1 * 0x108 + *(int *)(this + 0xc), (*(byte *)(iVar1 + 0xfa) & 1) != 0)) {
    return *(undefined4 *)(iVar1 + 0xfc);
  }
  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)