L L4D2node

CModelRender::GetLightingConditions

0x00187150 · 7 bytes · __cdecl

_ZN12CModelRender21GetLightingConditionsERK6VectorPS0_iP11LightDesc_tRP8ITexturetb

Decompiled

undefined (7 params)

/* CModelRender::GetLightingConditions(Vector const&, Vector*, int, LightDesc_t*, ITexture*&,
   unsigned short, bool) */

undefined4
CModelRender::GetLightingConditions
          (Vector *param_1,Vector *param_2,int param_3,LightDesc_t *param_4,ITexture **param_5,
          ushort param_6,bool param_7)

{
  return 0;
}

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)