L L4D2node

CModelInfo::UsesStaticLighting

0x00193b40 · 62 bytes · __thiscall

_ZNK10CModelInfo18UsesStaticLightingEPK7model_t

Decompiled

undefined (2 params)

/* CModelInfo::UsesStaticLighting(model_t const*) const */

uint __thiscall CModelInfo::UsesStaticLighting(CModelInfo *this,model_t *param_1)

{
  if (((param_1 != (model_t *)0x0) && (*(int *)(param_1 + 0x110) == 3)) &&
     ((*(uint *)(param_1 + 0x114) & 0x2000) != 0)) {
    return (*(uint *)(param_1 + 0x114) >> 9 ^ 1) & 1 |
           CONCAT31(SUB43(r_staticlight_streams._28_4_,1),
                    1 < *(int *)(r_staticlight_streams._28_4_ + 0x30));
  }
  return 0;
}

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)