L L4D2node

CModelRender::StudioSetupLighting

0x00187060 · 5 bytes · __cdecl

_ZN12CModelRender19StudioSetupLightingERK16DrawModelState_tRK6VectorPP20LightCacheHandle_t__bbRbR15DrawModelInfo_tRK17ModelRenderInfo_ti

Decompiled

undefined (9 params)

/* CModelRender::StudioSetupLighting(DrawModelState_t const&, Vector const&, LightCacheHandle_t__**,
   bool, bool, bool&, DrawModelInfo_t&, ModelRenderInfo_t const&, int) */

void CModelRender::StudioSetupLighting
               (DrawModelState_t *param_1,Vector *param_2,LightCacheHandle_t__ **param_3,
               bool param_4,bool param_5,bool *param_6,DrawModelInfo_t *param_7,
               ModelRenderInfo_t *param_8,int param_9)

{
  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)