L L4D2node

CModelInfo::GetIlluminationPoint

0x001938b0 · 131 bytes · __thiscall

_ZN10CModelInfo20GetIlluminationPointEPK7model_tP17IClientRenderableRK6VectorRK6QAnglePS5_

Decompiled

undefined (6 params)

/* CModelInfo::GetIlluminationPoint(model_t const*, IClientRenderable*, Vector const&, QAngle
   const&, Vector*) */

void __thiscall
CModelInfo::GetIlluminationPoint
          (CModelInfo *this,model_t *param_1,IClientRenderable *param_2,Vector *param_3,
          QAngle *param_4,Vector *param_5)

{
  studiohdr_t *psVar1;
  matrix3x4_t local_4c [60];
  
  psVar1 = (studiohdr_t *)(**(code **)(*(int *)this + 0x30))(this,param_1);
  if (psVar1 != (studiohdr_t *)0x0) {
    AngleMatrix(param_4,param_3,local_4c);
    R_ComputeLightingOrigin(param_2,psVar1,local_4c,param_5);
    return;
  }
  *(undefined4 *)param_5 = *(undefined4 *)param_3;
  *(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_3 + 8);
  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)