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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.