L L4D2node

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 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)