L L4D2node

CModelRender::SnapCurrentLightingState

0x00186ed0 · 192 bytes · __thiscall

_ZN12CModelRender24SnapCurrentLightingStateERNS_15ModelInstance_tEP15LightingState_t

Decompiled

undefined (3 params)

/* CModelRender::SnapCurrentLightingState(CModelRender::ModelInstance_t&, LightingState_t*) */

void __thiscall
CModelRender::SnapCurrentLightingState
          (CModelRender *this,ModelInstance_t *param_1,LightingState_t *param_2)

{
  int iVar1;
  ModelInstance_t *pMVar2;
  ModelInstance_t *pMVar3;
  LightingState_t *pLVar4;
  int iVar5;
  
  pMVar2 = param_1 + 0xc;
  pLVar4 = param_2;
  do {
    pMVar3 = pMVar2 + 0xc;
    *(undefined4 *)pMVar2 = *(undefined4 *)pLVar4;
    *(undefined4 *)(pMVar2 + 4) = *(undefined4 *)(pLVar4 + 4);
    *(undefined4 *)(pMVar2 + 8) = *(undefined4 *)(pLVar4 + 8);
    pMVar2 = pMVar3;
    pLVar4 = pLVar4 + 0xc;
  } while (pMVar3 != param_1 + 0x54);
  iVar5 = 0;
  *(undefined4 *)(param_1 + 0x54) = *(undefined4 *)(param_2 + 0x48);
  *(undefined4 *)(param_1 + 0x58) = *(undefined4 *)(param_2 + 0x4c);
  *(undefined4 *)(param_1 + 0x5c) = *(undefined4 *)(param_2 + 0x50);
  *(undefined4 *)(param_1 + 0x60) = *(undefined4 *)(param_2 + 0x54);
  *(undefined4 *)(param_1 + 100) = *(undefined4 *)(param_2 + 0x58);
  do {
    if (iVar5 < *(int *)(param_2 + 0x48)) {
      iVar1 = *(int *)(param_2 + iVar5 * 4 + 0x4c);
      *(undefined4 *)(param_1 + 0xc4) = *(undefined4 *)(iVar1 + 0xc);
      *(undefined4 *)(param_1 + 200) = *(undefined4 *)(iVar1 + 0x10);
      *(undefined4 *)(param_1 + 0xcc) = *(undefined4 *)(iVar1 + 0x14);
    }
    else {
      *(undefined4 *)(param_1 + 0xc4) = 0;
      *(undefined4 *)(param_1 + 200) = 0;
      *(undefined4 *)(param_1 + 0xcc) = 0;
    }
    iVar5 = iVar5 + 1;
    param_1 = param_1 + 0xc;
  } while (iVar5 != 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)