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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.