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 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.