L L4D2node

CModelRender::DebugDrawLightingOrigin

0x00187620 · 5 bytes · __cdecl

_ZN12CModelRender23DebugDrawLightingOriginERK16DrawModelState_tRK17ModelRenderInfo_t

Decompiled

undefined (2 params)

/* CModelRender::DebugDrawLightingOrigin(DrawModelState_t const&, ModelRenderInfo_t const&) */

void CModelRender::DebugDrawLightingOrigin(DrawModelState_t *param_1,ModelRenderInfo_t *param_2)

{
  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)