L L4D2node

R_ComputeLightingOrigin

0x00186840 · 115 bytes · __cdecl

_Z23R_ComputeLightingOriginP17IClientRenderableP11studiohdr_tRK11matrix3x4_tR6Vector

Decompiled

undefined (4 params)

/* R_ComputeLightingOrigin(IClientRenderable*, studiohdr_t*, matrix3x4_t const&, Vector&) */

void R_ComputeLightingOrigin
               (IClientRenderable *param_1,studiohdr_t *param_2,matrix3x4_t *param_3,Vector *param_4
               )

{
  matrix3x4_t local_3c [48];
  
  if ((*(int *)(param_2 + 400) != 0) && (0 < *(int *)(param_2 + *(int *)(param_2 + 400) + 8))) {
    (**(code **)(*(int *)param_1 + 0x8c))
              (param_1,*(int *)(param_2 + *(int *)(param_2 + 400) + 8),local_3c);
    VectorTransform((float *)(param_2 + 0x5c),local_3c,(float *)param_4);
    return;
  }
  VectorTransform((float *)(param_2 + 0x5c),param_3,(float *)param_4);
  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)