L L4D2node

CModelRender::EngineLightingToMaterialLighting

0x00187070 · 221 bytes · __thiscall

_ZN12CModelRender32EngineLightingToMaterialLightingEP23MaterialLightingState_tRK6VectorRK15LightingState_t

Decompiled

undefined (4 params)

/* CModelRender::EngineLightingToMaterialLighting(MaterialLightingState_t*, Vector const&,
   LightingState_t const&) */

void __thiscall
CModelRender::EngineLightingToMaterialLighting
          (CModelRender *this,MaterialLightingState_t *param_1,Vector *param_2,
          LightingState_t *param_3)

{
  LightDesc_t *pLVar1;
  char cVar2;
  int iVar3;
  LightingState_t *pLVar4;
  MaterialLightingState_t *pMVar5;
  int iVar6;
  float fVar7;
  
  pLVar4 = param_3;
  pMVar5 = param_1;
  for (iVar3 = 0x12; iVar3 != 0; iVar3 = iVar3 + -1) {
    *(undefined4 *)pMVar5 = *(undefined4 *)pLVar4;
    pLVar4 = pLVar4 + 4;
    pMVar5 = pMVar5 + 4;
  }
  *(undefined4 *)(param_1 + 0x48) = *(undefined4 *)param_2;
  *(undefined4 *)(param_1 + 0x4c) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(param_1 + 0x50) = *(undefined4 *)(param_2 + 8);
  if (*(int *)(param_3 + 0x48) < 1) {
    iVar3 = 0;
  }
  else {
    iVar6 = 0;
    iVar3 = 0;
    do {
      pLVar1 = (LightDesc_t *)(param_1 + iVar3 * 0x58 + 0x58);
      cVar2 = WorldLightToMaterialLight(*(dworldlight_t **)(param_3 + iVar6 * 4 + 0x4c),pLVar1);
      if (cVar2 != '\0') {
        iVar3 = iVar3 + 1;
        fVar7 = (float)*(int *)(d_lightstylevalue +
                               *(int *)(*(int *)(param_3 + iVar6 * 4 + 0x4c) + 0x38) * 4) *
                0.003787879;
        *(float *)(pLVar1 + 4) = *(float *)(pLVar1 + 4) * fVar7;
        *(float *)(pLVar1 + 8) = *(float *)(pLVar1 + 8) * fVar7;
        *(float *)(pLVar1 + 0xc) = fVar7 * *(float *)(pLVar1 + 0xc);
        if (3 < iVar3) break;
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 < *(int *)(param_3 + 0x48));
  }
  *(int *)(param_1 + 0x54) = iVar3;
  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)