L L4D2node

CModelRender::TimeAverageLightingState

0x00187050 · 8 bytes · __cdecl

_ZN12CModelRender24TimeAverageLightingStateEtP15LightingState_tiPK6Vector

Decompiled

undefined (4 params)

/* CModelRender::TimeAverageLightingState(unsigned short, LightingState_t*, int, Vector const*) */

int CModelRender::TimeAverageLightingState
              (ushort param_1,LightingState_t *param_2,int param_3,Vector *param_4)

{
  return param_3;
}

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)