CModelRender::SetFullbrightLightingState
0x00187160 · 303 bytes · __thiscall
_ZN12CModelRender26SetFullbrightLightingStateEiP23MaterialLightingState_t
Decompiled
undefined (3 params)
/* CModelRender::SetFullbrightLightingState(int, MaterialLightingState_t*) */
void __thiscall
CModelRender::SetFullbrightLightingState
(CModelRender *this,int param_1,MaterialLightingState_t *param_2)
{
MaterialLightingState_t *pMVar1;
MaterialLightingState_t *pMVar2;
MaterialLightingState_t *pMVar3;
MaterialLightingState_t *pMVar4;
MaterialLightingState_t *pMVar5;
MaterialLightingState_t *pMVar6;
MaterialLightingState_t *pMVar7;
if (0 < param_1) {
pMVar1 = param_2;
pMVar3 = param_2 + 0x24;
pMVar4 = param_2 + 0x30;
pMVar5 = param_2 + 0x18;
pMVar6 = param_2 + 0xc;
pMVar7 = param_2 + 0x3c;
do {
*(undefined4 *)(pMVar1 + 0x54) = 0;
pMVar2 = pMVar1 + 0x1b8;
*(undefined4 *)pMVar1 = 0x3f800000;
*(undefined4 *)(pMVar1 + 4) = 0x3f800000;
*(undefined4 *)(pMVar1 + 8) = 0x3f800000;
*(undefined4 *)pMVar6 = 0x3f800000;
*(undefined4 *)(pMVar6 + 4) = 0x3f800000;
*(undefined4 *)(pMVar6 + 8) = 0x3f800000;
*(undefined4 *)pMVar5 = 0x3f800000;
*(undefined4 *)(pMVar5 + 4) = 0x3f800000;
*(undefined4 *)(pMVar5 + 8) = 0x3f800000;
*(undefined4 *)pMVar3 = 0x3f800000;
*(undefined4 *)(pMVar3 + 4) = 0x3f800000;
*(undefined4 *)(pMVar3 + 8) = 0x3f800000;
*(undefined4 *)pMVar4 = 0x3f800000;
*(undefined4 *)(pMVar4 + 4) = 0x3f800000;
*(undefined4 *)(pMVar4 + 8) = 0x3f800000;
*(undefined4 *)pMVar7 = 0x3f800000;
*(undefined4 *)(pMVar7 + 4) = 0x3f800000;
*(undefined4 *)(pMVar7 + 8) = 0x3f800000;
pMVar1 = pMVar2;
pMVar3 = pMVar3 + 0x1b8;
pMVar4 = pMVar4 + 0x1b8;
pMVar5 = pMVar5 + 0x1b8;
pMVar6 = pMVar6 + 0x1b8;
pMVar7 = pMVar7 + 0x1b8;
} while (pMVar2 != param_2 + param_1 * 0x1b8);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.